Arena Tips
Posted: Fri Nov 18, 2016 11:01 pm
Ok, so I was talking with my friend today, and he complained about the AI and all...
During the chat, some things came up which I believe that might be helpful to share for Arena Fights.
1) When on Auto, The AI automatically targets the 'weakest' member on the opposing team. This may be useful... or not, due to them hidden behind tall walls. But sometimes, might be good for 1st 2 turns to be Auto, to gauge whether the backlines have weaknesses to exploit.
2) Arena fights are a matter of every unit doing an action, then going into hibernation until everyone has made an action. Aka, do note that during your first 5 turns, each unit can only have 1 action. Unless you have a good shadow that refreshes your turn, but that likely will be turn 4 onwards.
- To make use of this, time your stuns/sleeps. Stunning AI on turn 4 wastes 1 whole action, which might be useful later in the fight.
- If you know that someone is likely to be targeted ALL the time (Yes, Winry, I'm looking at you), try and make sure they get at least 1 attack out before they die. Cause once they die, you end up with 1 less turn than the AI.
- Knockbacks are good for wasting the turns of the melee classes. As long as they cannot attack, they will move, so its a wasted turn.
- Spell-Delays are useful but you might want to hold off them to right before you can link into or link from a chain stun. Its nice to see chain stuns keeping the AI from using spells or even attacking.
- Units that gain bonus action are always useful. For example, gunslingers, when they crit, bring everyone in their aura to join their attack... So that's a free action right there that you cannot control. Or even poison, like the Warlock classes, because its a nice passive, which when placed on the right unit, and good stun choices (Shoot the Medic!), kills. I've had situations where stunning the medic twice in a row gives me 3 kills, because Warlock poison = deadly when less than half HP.
3) Positioning is important. Stepping on tiles decreases defence and HP. So, unless you are confident you will not get attacked, or you can tank it out, you might want to just avoid standing there with no way to mitigate the damage. Stealth and healing helps. A LOT.
4) Tips from exi:
Arena AI targeting isn't random. If you use the same arena team for many games, you will see a pattern of skill and attack targeting. Use this to help you decide which units and spells to use to maximize its value. For example, I know the enemy champion will always target either my kiera or winry, but the enemy archer will always target my assassin Kai. Using this information, I always time Lucille heal spell to minimize the damage receive.
Just some ideas to condsider in the arena. Do post if you have more tips! I'll try and compile them or something...
During the chat, some things came up which I believe that might be helpful to share for Arena Fights.
1) When on Auto, The AI automatically targets the 'weakest' member on the opposing team. This may be useful... or not, due to them hidden behind tall walls. But sometimes, might be good for 1st 2 turns to be Auto, to gauge whether the backlines have weaknesses to exploit.
2) Arena fights are a matter of every unit doing an action, then going into hibernation until everyone has made an action. Aka, do note that during your first 5 turns, each unit can only have 1 action. Unless you have a good shadow that refreshes your turn, but that likely will be turn 4 onwards.
- To make use of this, time your stuns/sleeps. Stunning AI on turn 4 wastes 1 whole action, which might be useful later in the fight.
- If you know that someone is likely to be targeted ALL the time (Yes, Winry, I'm looking at you), try and make sure they get at least 1 attack out before they die. Cause once they die, you end up with 1 less turn than the AI.
- Knockbacks are good for wasting the turns of the melee classes. As long as they cannot attack, they will move, so its a wasted turn.
- Spell-Delays are useful but you might want to hold off them to right before you can link into or link from a chain stun. Its nice to see chain stuns keeping the AI from using spells or even attacking.
- Units that gain bonus action are always useful. For example, gunslingers, when they crit, bring everyone in their aura to join their attack... So that's a free action right there that you cannot control. Or even poison, like the Warlock classes, because its a nice passive, which when placed on the right unit, and good stun choices (Shoot the Medic!), kills. I've had situations where stunning the medic twice in a row gives me 3 kills, because Warlock poison = deadly when less than half HP.
3) Positioning is important. Stepping on tiles decreases defence and HP. So, unless you are confident you will not get attacked, or you can tank it out, you might want to just avoid standing there with no way to mitigate the damage. Stealth and healing helps. A LOT.
4) Tips from exi:
Arena AI targeting isn't random. If you use the same arena team for many games, you will see a pattern of skill and attack targeting. Use this to help you decide which units and spells to use to maximize its value. For example, I know the enemy champion will always target either my kiera or winry, but the enemy archer will always target my assassin Kai. Using this information, I always time Lucille heal spell to minimize the damage receive.
Just some ideas to condsider in the arena. Do post if you have more tips! I'll try and compile them or something...