Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
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.)
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!
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.