Knight Slinger Tip #1: Starting Line Up.
Shoot and Score Starting Team: Robin and Rey.
This is the most basic warrior configuration.
Swordmen can move large distances and knock back enemies.
Archers can attack even the furthest enemies with ease.
The higher the rank, the higher the chance of performing a Critical hit.
Unfortunately, warriors like to move what ever they please, so it's hard to track their movements sometimes.
It's enough to give you motion sickness really.
Remember, archers are weak and immobile so they should always be defended. Stay Sharp!
Impressively Sharp Starting Team: Latanya and Rosalyn.
This is a warrior configuration that specializes in consecutive attacks.
Spearmen can cut through and pierce their enemies,
They somewhat resemble shooting stars.
Magicians draw a magic circle that deals consecutive damage to enemies standing in it.
Spearmen have slow turns due to their heavy spears, and they don't often get many chances to attack.
Magicians are always busy casting spells, so they don't like to move very much since it disrupts their focus.
Each is unique, so use them to your advantage.
Two Birds, One Stone Starting Team: Charlie and Ing.
This is a warrior configuration that specialize in dealing area damage.
Warriors have high HP. They use their powerful strength to take out enemies in one hit.
Cannoneers throw bombs from a distance that explode and deal damage to enemies in the Blast Radius.
Sadly, tankers take slow turns and have a narrow range of movement because of their heavy axes.
Same goes for cannoneers! They have a hard time lugging around those giant cannons.
In other words, don't let your guard down.
Knight Slinger Tip #2: Classes.
Swordmen generally stand on the hood of the formation, utilizing their wide movement range to attack while knocking back enemies.
They are slow to take a turn, so use them to attack large groups of enemies at once.
Their Hit Count increases the higher their evolution, which allows them to attack larger numbers of enemies.
Spearmen penetrate and deal linear damage to all enemies within their movement range.
Though they possess relatively low ATK, they can attack the most amount of enemies at once.
Their movement range increases the higher the evolution, which allows them to reach enemies that are further away.
Tankers have the highest HP and can help the team survive in battle.
They deal heavy damage to enemies within a sectored range and are effective in taking out large groups with one powerful blow.
Their attack range and HP increase the higher their evolution.
Whenever magicians make contact with an enemy, a magic circle is generated that damages all enemies within the circle.
Though they can deal heavy damage to a large number of enemies at once, they are slow to take a turn, so attacks must be carefully though out.
The circumference and quantity of magic circles that can be generated increase the higher their evolution.
Archers possess the highest ATK and generally stand at the back of the formation.
Though they cannot move, they are quick to take a turn and can attack relatively often.
The number of arrows they can use increase the higher their evolution, which allows them to hit more enemies.
Cannoneers typically stand at the back of the formation and deal damage to all enemies within their blast radius.
They have an unlimited attack range and are also able to defuse bombs.
Their Blast Radius increases the higher their evolution, which allows them to attack more enemies at once.
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