Category:Strategy

Pace your player levelling
When you (as the player) gain levels, you also gain Ability Points, which are assigned to Health, Attack Spirit, and Defense Spirit.

While this is advantageous, be careful to not level up too quickly with explorations. Focus instead on levelling up your Daemons and their skills to ensure you have enough combat power for your level.

As your player level goes up, battles are automatically restricted to players who are around your level and up. If you are at level 50, for example, all players from levels 1 to 59 can target you to steal your Sealstones.

If you have concentrated solely on increasing your Health stat and your player level, and have not strengthened your cards, this makes you a very easy target.

It's always a good idea to strengthen your cards beyond what is expected for your level. Having high level cards maximises the attack and defense strength of your party and ensures your Attack and Defense Spirits are efficiently used.

Level up high effciency daemons no matter their star level. Even when they goes out of favour as you level up, they can be used as substittue daemons when your Attack and Defense Spirits are low.

You never know what daemons you will get. Some players are luckier than others. So be patient, work with what you have, and slowly build up your set. Research into a daemon before investing heavily into it.

Pausing at level 79
From level 80 on, anyone of any level can challenge you for magatamas. The foes that you face will often be above your level. That makes it much harder to level up your cards.

One trick you can consider doing is to pause any leveling once you hit level 79 and wait until you get a stronger deck of cards. You should have a minimum of 66% winning ratio in your fights before you proceed pass this point.

Leveling Your Daemons
In general you should level up cards that have good skills over stats. Cards with even better stats will come as you play. So if your priority is based on stats then you will soon find your cards obsolete. Skills are always useful, especially cards  with group skills.

You should first max level your best 5 cards for your attack and defense teams. After that focus on leveling up your high efficiency but low cost cards (9-15) to use as plug-in cards.

Cards that are way too cheap (3-8) should be leveled very slowly, since they are too weak to be of much use. You usually level them when you find another one of their clones.

The cards in between (16-21), neither good enough to be top 5 or cheap enough to be plug-in, should be leveled at the very end only. They will rarely come into play.

Avoid leveing cards that are inefficient or have no skills whatsoever. Their useful life will be very short.

There are two ways to level up your daemons.

1) Fusing your daemon with a feeder daemon(s), ususally a weaker mostly expendable daemon(s).

Fusing daemons of the same type will give a slight bonus in experience. But this is not a requirment.

2) Fusing your daemon with a magatama .  Most magatama you will get are 1 star ones.  There are also daemon specific magatamas that give that daemon bonus experiece and skill level ups.

By default, Divina daemons are the easiest to level up thanks to the magatama from Hare of Inaba and Kaguya. They can be obtained in chapter 1 to 3, where hp costs are very low. Kaede feeders are also very easy to come by.

Phantom are in the middle. It is easy to get Wind Weasel, Pillow Phantom and Rat Clan Henchman feeders in the early chapters where hp costs are low.

Anima are the hardest to level up. Its feeders and the Sensu magatama costs more hp to get.

What this also mean is that most of the players that you will fight against will be using Divina, with relatively high level daemons. This is followed (closely) by Phantoms. Anima players are relatively rare, and their daemons are usually low level relatively.

At the same time, it's important to note the idea of rock-paper-scissors in this game. Phantom has a boost over Anima, Anima has a boost over Divina, and Divina has a boost over Phantom. So  Divina>Phantom>Anima>Divina

So we can further break down the situation of each daemon class.

1) Divina - Good for defense team early on, thanks to a lack of Anima enemies.  Good for offense team early on, thanks to many Phantom enemies.  Bad for defense team toward the end game, where players are able to build up strong Anima teams.

2) Phantom - Bad for defense team early on, due to many Divina enemies.  Bad for offense team early on, due to a lack of Anima enemies.  Situation improves later on as the player base diversifies.

3) Anima - Very hard to build up early on.  Toward end game they are very useful, due to many players staying with their Divina roots.

Focus on Attack/Defense Spirit points
While the game will automatically prioritises Ability Point assignation to Health, after around level 40, you should manually assign Ability Points to boost your Attack/Defense Spirits.

Increasing these stats will allow the use of more powerful Daemons against other players, whether you are stealing Sealstones or defending yourself.

It should be noted that the maximum required Attack/Defense Spirit is 195 points, since your party is limited to 5 daemons, and the highest Required Spirit for the rarest (and most powerful) cards is 39 each.

For Events which use the Conquest template, having even higher Attack/Defense Spirits will allow you to do more damage before having to replenish Spirit either with a Spirit Water, or by waiting.

Health should not be ignored, of course. For Tower type events, increased Health allows more exploration before you have to stop or recharge with Remedies.

If you cannot decide, go with the "1-2-2" rule. That means keeping a ratio of 1hp/2AS/2DS as you level up. By the time you have 50 hp, you should also have 100 AS and 100 DS.

Choosing your party: Skills are important too
The best cards for a team may not be the cards with the best Attack/Defense stats. Choosing the Attack and Defense party is a complicated task which involves balancing the card types, Skills and stats.

By diversifying the types of cards you have in the party, you can avoid being too affected by Skills that, for example, massively reduce the Attack/Defense of a certain type of Daemon.

Skills can have a major impact on how a battle goes.

For the Attack party, choose cards with high Attack stats, and skills that cut the opponent's Defense and/or raise your own attacking capabilities.

For the Defending party, choose cards with high Defense stats, and skills that cut the opponent's Attack powers and/or boosts your own Defense.

Example strategy for targeted Attack

During the Halloween Tower event, the ultimate Daemon was Yottie [HW], an Anima with 87670 Defense. The maximum possible raw Attack power for any party is around 65000 points (maximum 5 Daemons, each with maximum ~13000 Attack).

Skills became a key factor in defeating this Daemon. By using two Daemons with ~20 percent Anima defense cutting skills (such as Musk [HW] or Jared), it was possible (if both Daemons' skills activated) to reduce Yottie's Defense by around 40 percent to around 53000 points. Further gains can be made by using Daemons that have Attack-boosting skills.

Example strategy for Defense

Stack three Divina type cards which each has the Skill to boost Divina Defense by 22 percent: the cumulative effect of these Skills (which apply to all Divina cards in the party) can boost the Defense stats of the party beyond the capabilities of a statistically stronger party.

Tower Climbing Events Strategy
Many players have asked how much hp, Attack Spirit and Defense Spirit are required for events . The best events to analyse are tower climbing events. Their requirements are clearly stated on their page.

Example:

"Hazy Moon Delight"

The total required hp is 17,067 and AS 48,000 for Lunar Hare. 142,000 AS for the  Emperior of Time . Before anything else, you should make sure your current set have enough AS and skills to overcome your target card. Don't force it.

Since the event lasts for 2 weeks (14 days), you will need to spent 1219 hp per day. That's 51hp per hour. Seems reasonable because hp regenerates at 60 per hour.

But you got to work, eat and sleep. Let's be very conservative and say you can play 8 hours a day, 1/3 of the time. So you will need to spend about 153 hp per hour that you got to play. The hp that your do not spent while its at cap will all go to waste.

That's where potions comes in. Candy for example are very easy to come by.

8 hours X 60 minutes=480hp of natural regen a day (assuming the rest of the hp regen goes to waste by your hp cap).

(1219hp-480hp)/50hp per candy=14.78 candies a day, 206 candies over 2 weeks are needed. 

I will give another example with  Sanuki no Miyatsuko  for newer players. He requires  9,783hp and  32,000 AP. That's 699hp a day.

(699hp-480hp)/50hp per candy=4.38 candies a day, 61.32 candies over 2 weeks are needed.

Momotarō requires 4,282hp which is 306hp a day. Since this is below 480hp you shouldn't need any items to get him, as long as you can play on average 8 hours a day.

You can replace candies with Divine Nectar and Spirit Water. Replace the number "50" with your current max hp and do the same calculation.

If you are a free player it is very important that you stock up items, wait for events with cards that you like, and then spend them all into an event all at once. It might be better to spent all items on the last day, after calculating to make sure you have enough to get the card you like. Remember, your items are hard to come by.

Conquest Events Strategy
Your conquest team consist of your top 10 cards. They are selected automatically, so you cannot choose them.

The best ratio of AS/DS is 1 to 2. As regens at 1 per minute, while DS regens at 2 per minute.
 * Leader will always join the attack
 * Set 1 (Cards 2,3,4)
 * Set 2 (Cards 5,6,7)
 * Set 3 (Cards 8,9,10)

If you are a new player your Set 1 is probably your only team that can hurt the boss. That means you should attack each time your AS/DS allows you to field your leader and Set 1 (Cards 2,3,4). This maximize your damage and minimize wait time. You can attack more often by focusing on Set 1 b/c your AS/DS can get there faster.

If you only have 1 single card that's of any use, you can attack as soon as you can field that one single card.

A good indicator is, when your AS/DS is full, how many hits your team can take from the boss. If your whole team dies after 1 hit, you should stay with only Set 1. If you can survive 1 hit (it takes 2 hits to kill you), then you might consider adding Set 2. But only do this if your Set 2 hits almost as hard as Set 1.

In guild conquest events if you are low in AS and DS, do not explore. When you find the boss, you want to be able to attack him right away to save time. Let another player who has full AS and DS explore.