Vivid Knight

Vivid Knight

Not enough ratings
Amelie Symbol Guide and General Tips
By Zephro
Don't know what symbols to take?
Keep getting destroyed in the Witch's Maze after the cakewalk that is the first few dungeons?
This guide is for you!
   
Award
Favorite
Favorited
Unfavorite
Introduction
Hey peeps, just beat Witch Maze 5 and decided to write this guide out for this fun game.
RIP Dragon Poker ENG, it was by the same devs.

Very first thing that you might gloss over:

YOU KEEP SYMBOLS PERMANENTLY FOR THE RUN AFTER UPGRADING A HERO TO SILVER STAR (combine 3 of the same hero), EVEN IF YOU SELL THEM. KEEP CYCLING AND SELLING SILVER STARRED HEROES OUT TO COMPLETE SYMBOL SETS.

Okay with that out of the way, sustain is key in this game. No point having mad damage if the bosses just burst you down in one round. Some bosses have enrage (increase their own Attack skill) that ramp up quickly (Grey Sherbird, the ice penguin), some have periodic enrage (Gold Dragon, Final Boss). However, if you can keep yourself topped up, you're generally good to kill the boss before it ramps up to unmanageable levels.

Without further ado, here is my symbol guide:
Defensive Symbols
High priority defensive symbols:

Green - No-brainer. You can even beat the game with 0 starred heroes. Realistically you can have Green 2. After an update nerfed it, Green level 2 still gives you around 20 extra HP per unlocked symbol.

Shield - Temporary HP that keeps stacking until you get hit. Keeps you from getting chipped away gradually. Get this to level 2 as soon as you can. 2 Bronzes have Shield (King's Spearman & Claude) so it's not too hard to get to symbol level 2.

Plum Crest - Heal every time you act. Getting to level 1 isn't that hard since you need 1 Bronze and 1 Silver (Kokuyo and Kogyoku). Getting to level 2 may be a bit tricky since the 3rd symbol is on a Gold (Handmaiden Morion). Consider taking an equip which gives you 1 symbol because at level 2 you regen 20 HP every time you take an action, which is great.


Medium priority defensive symbols:

Blue/Chariot - Does Freeze, which reduces enemy Phys damage by a flat amount. Useful early game and for boss Phys damage attacks.

White - Heal every time you use a skill. Not as reliable as Plum.

Wheel of Fortune/Star - Realistically you can get 2 symbols each to reach level 1, don't break your back trying to get 4 symbols to reach level 2.


Low priority defensive symbols:

Magician - Illusion might seem good on paper (negate 1 hit, whoo), but some endgame mobs like Sootsprites and the final boss attacks multihit (x4, x3 & x5), which strip away your stacks quickly. Better to focus on the High priority symbols.
Offensive Symbols
You also need some deeps, so here are the following for offensive symbols:

High priority offensive symbols:

Moonlight - Flat % damage increase, applied every turn. What's not to like?

Sun - Increases Gem damage by %. If you boost it enough, you can oneshot even lategame mobs with attack gems. Best combined with Moonlight.


Medium priority offensive symbols:

Brown - Bosses just kill themselves on your Spikes. Good with high Def heroes.

Justice - Just plain physical damage that ramps up.


Lower priority offensive symbols:

Red - Burn is ok early game, then drops off hard later when all enemies have HP in excess of 1k HP.

Yellow - Shock does flat armor ignoring damage. Good if you have heroes that do multiattacks (Rubela). Usually you'll just use Shock gems on bosses to build up stacks anyway since the symbol effect is preemptive and never increases during the fight.

Purple - Increases Magic Damage by %. Your source of Magic Damage is with some hero skills and some attack gems. Most of your damage is done by whacking dudes in melee, so eh.

Hanged Man - Deals Pierced, which reduces enemy Physical Def by a flat amount. Okay, but Moonlight is better.

Forest - Never saw Magic Bullet working so I can't really recommend it.
Misc Symbols
And finally, misc symbols:

Medium priority misc symbols:

Orange - Getting 1 level is enough for start of battle procs.

Pink - Faster gem regen is good.


Low priority misc symbols:

Fool - Getting 4 symbols is crazy hard. I never got it. I imagine it would be quite good once you do, though.

Tower - Paralyze is near-useless. Don't bother.
General Tips
Symbols done, now for general tips:

- Completing a key symbol level is much more important than the stats of the hero/equip you're planning to replace, since it's more powerful most of the time. Exercise your own discretion.
- Only a few heroes are worth keeping for their skills, you can rotate and sell most of them once you get them to Silver. The only one I'd keep is Labla the Astrologer, his gem cooldown skill is useful.
- All Gold Heroes are good, you can't really go wrong with any of them. The only kinda crappy one is Thunder Lion Topaz. I'd say Moon Knight Lune, King's Sword Rubela and Peridot the Inventor are the top ones.
- Healer-wise, I think the Bronze ones are the best (Spessar the Bard, Forest Mage Sphene). Silver ones are gimmicky and you just need flat heals most of the time.
- Shield gems are important, have 3 at least. Any kind will do.
- For attack gems, Mushroom Bombs are surprisingly good, especially if you have a Sunlight build. Just weaken the first guy, toss one and you wipe the whole mob.
- Generally it's better to have gems that attack the back since they have the most annoying mobs. Single target ones are good for bosses.
- You only need Forest Medicine for one boss - The Flame Emperor. If you don't have it you'll just burn to death if you don't have enough extra HP via Green or burst him down fast.
- Mana Fonts and Healing pots are good if you want to explore more and potentially nab more chests/top up after a boss.
- The rest of the items are gimmicky at best, pick them at your discretion.
8 Comments
Tylufia 16 Jul, 2022 @ 9:56pm 
I am commenting this now, thank you, just followed the guide and beat the last maze, an incredible guide, I don't usually comment on games I buy and I don't follow really ever follow guides like these, but when I do, and when they work, that deserves a comment, thanks my dude and here's a "Golden unicorn" as thanks :steamhappy:
jigokuro 31 Jul, 2021 @ 6:59pm 
Brown is terrible, the spikes aren't nearly strong enough to matter even at 7/7.
Chariot isn't much good but blue is somewhat better; it inflicts more stacks more consistently most of the time.
Hanged man is really strong if you're a physical team. Armor isn't linear, and -30 can be HUGE.
On the topic of physical teams, Justice is also great, and Black is missing from the list, but all three work together fantastically.
Purple is strong if you have Orange to ensure your magic attacks get used. It also boosts the strength of Forest, making the trio quite strong.
Orange in general is probably the strongest color to get to 1. So many units are much better if you can count on their abilities.
Sun is only situationally useful, and late game can't keep up with enemy health.
Red is either useless or great if you all-in. Better on White Witch though.
Having 3 shield gems is absurd. Worst advice in the guide. The only time you even need 2 is resisting Gold Dragon's opening assault.
ZirzoR 12 Jun, 2021 @ 11:39pm 
I think the statement that fool is crazy hard to get is somewhat misleading, I haven't gotten a single loss all the way to maze 5 amelie, and maze 2 on zeola, with amelia I got fool symbol almost every single game, its just too good to pass up, double all the stuff? yes please.

So I would say it isn't crazy hard, I'm at maze 5 after just 10 hours and gotten 70% of the achievements already. (Although I've played TFT to Diamond+ every single season, so maybe that's why, some game sense transfer is to be expected.)
kyuss 4 Jun, 2021 @ 1:00am 
I like Purple builds a lot, especially with the magecraft necklace. It goes nicely with Moonlight, although some reliable source of True Strike is a must. As is stacking Green since your only tank is gonna be that one Green/Shield guy, who becomes a total monster with a heal that actually scales.
Zephro  [author] 3 Jun, 2021 @ 9:40pm 
@Izunyami
Thanks for that, amended accordingly.

@Your Actual Dad
Seems like a good strat, unfortunately I haven't come across such synergy in my runs so far!
Izunyami 3 Jun, 2021 @ 8:59pm 
The final boss is not "all magic damage". Her second form has two skill attacks; an AOE magic attack and a single-target 5-times hitting physical.
Your Actual Dad 3 Jun, 2021 @ 7:18pm 
The fool symbol is relatively easy to complete if you get a single piece of jewelry with it. It synergizes incredibly well with shock effects.
My strategy is to upgrade the unit with the mouse mask for black and fool symbols, (and the court jester for his fool if you don't come across an accessory). Then in your actual party, have Rubella (must be slot 1) and the Dancer. The Dancer will insure that Rubella almost always uses her special, and the fool will ensure that she uses it twice (nearly half the time). Using the Thunder Lion (even level 1 is fine) to add shock stacks (again sometimes twice in a turn) will turn Rubella into a monster. My first win beat the last boss in 4 turns, with Rubella doing 12 instances of 140 shock damage plus the regular physical damage in the last turn.
Kudos 3 Jun, 2021 @ 12:58pm 
wonderful, never noticed about green and barrier, beat the witch with sheer heal, regen, burn and illusion haha. how do you think green symbol perform after patch? havent look at the symbol pre patch so i cant say anything