User blog:CCHIPSS/CHIPS' Game Guide

Disclaimer
The guide was written by CHIPS based on his knowledge and experience with the game at the time. So please allow room for error. Feel free to send you questions and concerns. ^^

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 go 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 75-80
From level 81 and up, anyone of any level can challenge you for magatamas. The foes that you face will often be well above your level (e.g. level 150+). This makes it much harder to level up your cards or keep sealstones (SS).

One trick you can consider doing is to pause any leveling once you hit level 75-80 and wait until you finish leveling up your existing cards and getting a stronger deck of cards though events. You should have a minimum of 66% winning ratio in your fights before you proceed on.

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 or with the same daemon will give a slight bonus in experience. But this is not a requirment.

A good place to farm for feeders is Chapter 2, Investigation 2, Part 1 (2-2-1).

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.  However, as players level up, they are very useful due to many players staying with their Divina roots.

Focus on Attack/Defense Spirit points
While the game will automatically prioritise Ability Points assignation to Health, but 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. (Note: Amaterasu [In Hiding] requires 40 spirit.) But you do want to go beyond 195, which enables you to attack multiple times and defend multiple times in a row. They are also useful in Conquest events.

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. You should keep a 1AS:2DS ratio to maximize effectiveness.

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.

Here are a few ratios to consider (HP-AS-DS):

3-1-2 (50%, 17%, 33%)  (e.g. 250HP, 83AS and 167DS around level 60)

2-1-2 (40%, 20%, 40%)  (e.g. 200HP, 100AS and 200DS around level 60)

1-1-2 (25%, 25%, 50%) (e.g. 125HP, 125AS and 250DS around level 60)

1-2-4 (14%, 29%, 57%)  (e.g. 72HP, 142AS and 286DS around level 60)

1-3-6 (10%, 30%, 60%)  (e.g. 50HP, 150AS and 300DS around level 60)

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). (However, there are daemons that have max attack above 15k e.g Alice [Shichi-Go-San] with the skill to greatly reduce all enemies' defense-obtainable via rare summon.)

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.

Leader and Team
Your leader have +15% chance to active his skill. So the most optimal way to use the leader spot is to have a leader that enchance the type of your deck. For example Otomo no Miyuki would be a great leader for a divina deck. He boosts both offense and defense for a divina deck.

Avoid using leaders that are self boosters (only buff itself), attack booster (only buff attack) or are only 3*.

You can use a defensive leader, and switch him/her out for an offensive leader just before attacking. This keeps you safe for most of the day.

You can also use leaders that are different from the rest of your team to trick your foes.

Examples:

1) Divina leader with phantom defensive deck

You can use a phantom def deck while tricking your foes. Use a divina, either a group def buffer (e.g. Ophiuchus, but 4* 5* ones would be better ) or anima atk reducer as leader. The enemies would think your team is a divina defensive team. They will attack you with an Anima team or Divina reducers hence, neither will have much effect on your hidden phantom defensive team.

Very few anima attack cards reduce phantom defense. Most players won't have a good buffing anima attack team until very late in the game. And Divina reducers are mostly useless against you.

2) Divina leader with anima defensive deck

This tactic works if you have cards like Kyu (transmigrate sealstone anima card with anima attack reduction). Reasoning same as above. Mind Games

Generally attackers respect the following leaders in order:

Bell summon 5* > Soul Gem 5* > Tower Super Wondering Ghost 5* > Total Ranking 5* (any event) > First Half Ranking 5* (any event) > Rare Summon 5* > Guild Conquest 50F 5* > Conquest 5* >  Tower Sealstone 4* > Fishing Card 4*s (like Dancing Doll ) > Defensive 4* > Tower Wondering Ghost 5* > Guild Conquest Random 5* > Tower 200F 5*

To break it down, here are the power of indicators as ordered:

Clearly Whales > Dolphins > Strong Guild (and you are valuable enough to stay) > Good Deck > Medals of Honor > Maybe Whales Fishing for Silver > Lucky Free Players > Free Players with lots of HP (and not much AS/DS)

For example you equip Kinnara as leader, you are saying you cannot get Susanoo. That's is not a message you want to sent to your potential attackers.

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 attack 48,000 for Lunar Hare. 142,000 attack for the  Emperior of Time . Before anything else, you should make sure your current set have enough attack (or skills) to overcome your target card. Don't force it.

Since the event lasts for 2 weeks (14 days), for Lunar Hare, 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 you do not spent while its at cap will all go to waste.

That's where items 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  <span style="font-size:13px;color:rgb(255,255,255);text-align:center;">9,783hp and  32,000 AP. That's 699hp a day.

<span style="color:rgb(255,255,255);text-align:center;">(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. 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.

Changes in Tower Event Time
Some tower events starts at different times.

For example <span style="color:rgb(255,255,255);font-size:13px;">"Hazy Moon Delight" had 13*24+9=321 hours, 13.375 days.

"Ancient Japan's Got Talent!"  's FH have 129 hours. Its  <span style="color:rgb(255,255,255);font-size:13px;">SH is 7*24=168 hours. <span style="color:rgb(255,255,255);font-size:13px;">So in total this event is 297 hours. This gives 12.375 days.

So Talent is shorter than Hazy by 7.48%. That means you have to be more effcient with your hp usage and avoid hp overflod.

Since both requires <span style="color:rgb(255,255,255);text-align:center;font-size:13px;">17,067 hp in total, we can calculate:

<span style="color:rgb(255,255,255);text-align:center;font-size:13px;">Hazy needs 17067/13.375=1276.04hp per day. That's 88.61% of your day's hp regen, or 21.27 hours a day.

<span style="color:rgb(255,255,255);text-align:center;font-size:13px;">Talent needs 17067/12.375=1379.15hp per day. <span style="color:rgb(255,255,255);text-align:center;font-size:13px;">That's 95.77% of your day's hp regen, or 22.99 hours a day.

<span style="color:rgb(255,255,255);text-align:center;font-size:13px;">(Each day have 24*60=1440 minutes, so 1440 hp.)

<span style="color:rgb(255,255,255);text-align:center;font-size:13px;">We can make the following table for Talent.

Tower Sealstone (TSS)
Its much easier to get the tower sealstone daemon when its during the first half (FH) of the event. Most players would be busy battling Wondering Ghosts (WG) in the FH for the tower item. So if you really want the TSS, you should start battling for it as soon as the event starts.

Do keep in mind that you would get less tower item, because your AS would be spent on TSS instead of WG. And the TSS is a 4* daemon.

Try to have the TSS daemon maxed in its skill before the second half (SH) starts. You would need 8 completions in total for a 4* TSS. In the SH, the money paying whales will come attack the TSS in waves. It would be very difficult to get it in the SH without charms and other items.

However while everyone is aiming for the TSS in the SH, regular SS from story are easier to get.

Often the case is that you would not find any WG to use your AS on. Assuming both your HP and AS are drained, explore the tower until you have 30-40AS with 0 HP. Once you get this little buffer, do not explore the tower until after you have attacked for a TSS. After the attack, resume explore the tower.

If you find a WG while you are low on AS, CEASE ALL ACTIVITY immediately. You have to be careful what you do next:

1)  Do not let the phone shut itself down.    Disable your phone's sleep mode, turn off screen in whatever time, etc.

2) Hit the "Home" button.

3) Check your AS and wait until you have enough to beat that WG.

4) Once you are ready, hit the "back" button to go back to the WG fight.

5) If you need to organize your team, first hit the "back" button to go back into the WG fight.  After this, hit the "Daemon" button and organize your team.  When you are done, hit the "back" buttom to go back into the fight.

Tower Object Collection
As you go though the tower, you would get objects. These objects can be traded in for Wondering Ghost Daemons, after you defeat them. How much you get depends purely on luck. So please keep this in mind before making rash decisions on item usage.

From history and experience, by going from floor 1 to 200, you would get around 600 to 1200 objects. That's around 1 object per 14.2-28.4 hp spent, assuming the total hp required from floor 1 to 200 is  <span style="color:rgb(255,255,255);text-align:center;font-size:13px;">17,067. These includes both finds while searching and winning battles against Wondering Ghost (WG).

After floor 200, you can farm these objects at floor 201.

When you plan for which WG to get, you should take into account the time it takes to reach level 200 for you.

Let's say:

Floor 200 reach time:  12 days exactly (2 days, 48 hours to spare)

Objects gotten:  900 (the medium number between 600 and 1200). This is 19 hp per object.

Candies in your procession:  80

So the total amount of object you can expect to get would be 900+(900*(2/14))=900+129=1029

(You can get a similar number by doing 900+48*60/19=900+152=1052.  Although you shouldn't really use 48 since this assumes you do not let any hp overflow.)

Let's say in the "Ancient Japan's Got Talent!"<span style="font-size:13px;color:rgb(255,255,255);line-height:20px;"> event, you want both  Kinnaraand Satori. That will totally cost 1250 roses. So you will be short about 221. To make up for this, you would expect to farm for 221*19=4199hp. This is equal to 84 candies. Since you only have 80 candies, you would have to be lucky during your farming.

Because luck is involved, you should leave a lot of room for bad luck. Do not make it too tight.

Conquest Events Strategy
The goal of conquest events is to get though conquest levels and max your conquest point (cp) for ranking rewards. The cp you get is directly linked with the level you are fighting on. You get 3 times the cp if you complete a conquest level on the first try. If you have to redo that level, you only get the regular cp.

Your conquest team will automatically consist of your top 10 cards. The cards with higher max stats (attack+defense) will be chosen first.

Example:

<p style="color:rgb(255,255,255);">Virgo = 14250+ 9700=23950

<p style="color:rgb(255,255,255);"> Chiyome Mochizuki = 10700+ 12900=23600

<p style="color:rgb(255,255,255);"> 23950>23600

<p style="color:rgb(255,255,255);"> So Virgo will be chosen before Chiyome. Your preset priorities does nothing in conquest events. The computer will always choose for you.

<p style="color:rgb(255,255,255);"> Sets:

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 as one of the 4 cards.
 * 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.

A very important side benefit ofattacking with your Set 1 is it makes your immune to the boss's critical hits (because your team would die in 1 hit either way). So it is a more efficient use of your AS/DS. However it does take more concentration and time tracking.

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

<span style="color:rgb(255,255,255);">"Per  RashidiNaemm

<span style="color:rgb(255,255,255);">"In lower lvl's you don't require full team or even team of 7 cards - you can beat them with 5 cards (I don't know how far you can get with 5 cards, you'll have to check it out), then with 6 cards and so on up to lvl ~40 when you'll need already a full team - you can not let your as/ds overflow over then certain number (so cost of 5 cards team etc etc). This way, you can reach arond lvl 90 in FH without items (or even higher, if you can beat higher lvl's without items). All what is left to do is calim your FH reward :D This time 5k border should be around lvl 91. "

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.

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 deals similar damage as Set 1.

Do not wait till the last minute. Plan to kill the boss 10 minutes before he escapes. This gives you plenty of time to use items as needed.

First Half (FH), Second Half (SH) and Total Ranking (TR).
Conquest events are seperated by the FH and SH. There are rewards for being within certain ranks for FH, SH and total ranking.

FH are ususally dominated by cash players with 10 5* cards, also called Whales. It is very difficult for a free player to compete against them.

Because of the 3 times cp reward for completion on first try, many players would skip FH. That way they save all their cp for the SH ranking.

It is recommanded that you get within rank 100,000 at least in the FH, which usually rewards you with a Spirit Water (sw). You would need to get to level 5 to 15 depending on the popularity of that conquest event.

CP Farming
One tactic players use is cp farming. That means letting a boss go on purpose so you can kill a weaker boss for cp.

You should start farming before your reached your ceiling, at a lower level where bosses are much easier to kill. When you reached your ceiling you often have to pay the strong bosses to leave. This would cost a lot of silver.

Side Note:  You can pay a boss to leave after 10 to 20 minutes into the fight, depending on the conquest level. The button would be right under the fight button.

There are two spots:

1) 1st threshold - this is the spot where your full deck (all 10 cards) is just strong enough to kill the boss (criticals aside).

2) 2nd threshold - this is the spot where your full deck (all 10 cards) would take away exactly 50% of the boss's hp before dying.  So attacking twice in a row would kill the said boss.

3) 3rd threshold - this is the spot where your full deck (all 10 cards) would take away exactly 33% of the boss's hp before dying.  So attacking three times in a row would kill the said boss.

At those 3 levels, you should have full control of the bosses that would be spawned.

Which ever one you pick, you would be farming until there are 72 hours left in the event. After that, you should push toward your ceiling level in the last 3 days of the event. This gives you plenty of time to reach your ceiling.

Sealstone Farming during Conquests
During guild conquests, a lot of player's AS and DS would be low because they spent them in the event. There are less people fighting over sealstones and the defenses are weaker. That means it is easier to steal them. Rare sealstones (such as  Lady Suzuka ) are much easier to get during conquest events.

However you have to be very careful of who you attack. Some players will be very offended if your attack happens to mess up their conquest level. They might attack you back for revenge. You risk lossing both silver and your own chances at the conquest event. Some revenges might last for over a week. If you are really bad in luck, that player's whole guild might also attack you.

In general, Asian players tend to take revenge a lot more often than Europeon and American players. So try to go for players with an English name.

Side note:  If you are trying to prevent your own sealstones from being stolen, change your name to an Asian one. You can also clear out your sealstone inventory before the event starts.

You also have to keep in mind the relationship between the conquest levels and that player's level. The rewards in conquest levels in conquests are usually level 5, 25, 50, 80, 100, 125, 150. Assuming that player is a free player (which is most likely the case), think of the relationship between that player's level and the conquest level he would be aiming for. Is he at the edge of success? Or is he guaranteed one conquest level and have no chance at the next one, unless he uses items? Generally avoid players whose level is right at the edge of success, and go for players at levels in between.

There is an unwritten rule that the last 48 hours of the conquest event is an armistice. No one should be stealing sealstones and no one should be getting revenge. The last 24 hours of the first half (FH) of the event is also an armistice.

Soul Gem (SG) Event Strategy
SG events are very difficult for free players. That's because it requires HP pool for investigations, AS for attacking others for SG, and DS to defend your own SG. It is nearly impossible for a free player to have all 3. When you invest into your HP, your undoubtedly will have less AS and DS. Most players agree that SG events are for cash players only.

You need a huge HP pool to explore. On average players get about <span style="color:rgb(255,255,255);font-size:13px;">1 gem every 30 hp spent. If you can play 24 hours, 1440 mins a day, you would get 48 gems a day. That's 8 completions. With only 5 days in total, you will be able to reach 40 competions. That's not even enough for the first 4* card.

<span style="color:rgb(255,255,255);font-size:13px;">You can also battle for SGs with other players, and they can also attack you. The competitions gets much more fierce the higher SG completions you go. SGs are often stolen in seconds if you don't have a high DS pool and a good defensive deck.

<span style="color:rgb(255,255,255);font-size:13px;">There was a rumor that you can get more SGs if you keep your story progress (latest chapter) in chapter 1, and exploring with a cost of only 1 HP. However recent SG events no longer reflect this.

<span style="color:rgb(255,255,255);font-size:13px;">After 50 competions, SGs becomes much harder to come by. You will notice a very sharp drop in SG drop rate while exploring.

<span style="color:rgb(255,255,255);font-size:13px;">It will usually take around 80 completions to stay below rank 1500 for the total ranking reward. This can jump to 90 or more if that daemon is popular.

All in all, a free player should do SG events very casually. It is not worth the time and items.

Shrine of the Seven Days Strategy
This event is a reoccurring event that starts after the end of a main/themed event. You get daemon rewards by defeating daemons you encounter and then giving them tailsman. Better daemons costs more tailsman.

This event is known for the difficulty of getting tailsman. You would often require 30 to 50 hp to get 1 tailsman. Assuming you are very lucky and only need 30 hp per tailsman:

200 tailsman needs 6000 hp, 100 hours, 4.2 days (if you can play non stop)

400 tailsman needs 12000 hp, 200 hours, 8.2 days  (if you can play non stop)

800 tailsman needs 24000 hp, 400 hours, 16.4 days  (if you can play non stop)

1500 tailsman needs 48000 hp, 800 hours, 32.8 days  (if you can play non stop)

3000 tailsman needs 90000 hp, 1600 hours, 65.6 days  (if you can play non stop)

The average of 40 hp per tailsman would increase the costs by 33%. 50 hp per tailsman would increase the costs by 66%.

Due to the buffs that you randomly get, this event favours spending a large amount of hp at once. That means you get an advantage if you have a large hp pool. You can also use candies in quick succession, but this is not recommended.

It is best to do this event casually. Do not use any items. The pay off of this event is intentionally designed to be ineffcient.

If you hasn't finished the story, it is best to finish the story (latest chapter) first before doing the Shrine.