https://arca.live/b/alchemystars/31323166
번역은 시간나면 해보게슴
https://docs.google.com/document/d/1KSeRasIvenmZFIeLhyVYblcM8P8i-MK2sMTG9LgIylc/edit?usp=sharing
Alchemy Stars: Reroll and Progression Guide
By Juliwen#7209
Disclaimer: Information is based on CBT 2 gameplay, might change on release,
check back later for updates. If terminology isn’t explained it’s probably obvious
in game or has a tutorial that explains it so just keep playing or check out these
other guides. (Last Updated 7/20/21)
Other Great Guides:
Handy Tracker With Unit stats and Info: https://vice-as.herokuapp.com/
Alchemy Stars Introduction and Basics
By Fubufubu#7128
Team Comp Guide Part I: Free Character Analysis By Juliwen#7209
Team Comp Guide Part II: Beginner Team Building By Juliwen#7209
Team Comp Guide Part III: Meta Comps Thoughts By Juliwen#7209
AS: Eye of The Storm Store Guide
By Juliwen#7209
Shout out:
To the awesome communities that helped make this guide possible.
The Alchemy Stars Official Server
https://discord.g1g/alchemystars
The Alchemy Stars Unofficial Community Server
https://discord.g1g/vgfPekeG85
When official is too strict :viceconfused:
https://discord.g1g/superiorgaming
My friend’s gacha discord community. A 4000 member community that plays a variety of
gacha games including Alchemy Stars, Genshin Impact, Counter:Side and much more.
Come check us out :>
I tried asking nicely, so now, join my nice Alchemy Star Community now :vicegun:
Please credit if you use my guide for content creation.
If you find the content of this guide outside of this document, it wasn’t me.
If you like this guide consider gifting me Discord Nitro :> :viceevil:
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Team Comp Guide Part I: Through Thick and Thin
Free Character Analysis
By Juliwen#7209
Alright guys after two guides, I’m not really feeling like making another serious
one for the contest, (can’t even win more than once :urielsad:) and this is the least
interesting of them all. So I will try to keep this one light.
Refer to Part III for my opinion on Silent Hunters in comps.
Stats are based on values at Asc3 Lv80 BT0 Affinity10 Equipment10.
In game stats are at Asc3 Lv80 BT6 Affinity1 and Equipment 10
I’ve also taken some liberties in character art.
Vice
5* Water/ThunderAtk:3111 Def:1027 Hp:8692
Vice is the first unit you meet in the game, and a rather competent sniper for
Water. Her damage and scaling makes her viable through most of the game. Her dupes
are obtained from the login reward and from completing main story missions. This
allows you to guarantee have her BT2 which gives Preemptive and BT5 which increase
the number of times her active skill can trigger base on tiles. Her A3 grants her a self
buff base on the number of stacks from her active skill. Her active skill being random
shots which increased based on the number of blue tiles around her. The main
downside with Vice is her chain combo is a sniper effect with nearest enemies making
her do greatly reduce damage for bosses as well as having to delay her CD to match
converters. She synergizes well with converters, different ones depending if they can
match her CD of 3 and her preemptive.
Ms. Blanc
4*Water Atk:2227 Def:842Hp:6371
Ms. Blanc is a guaranteed 1st pull from the beginner banner. Her active is
preemptive and allows her to convert the 4 adjacent tiles to blue. Her cooldown is 2
making her comparable and synergetic to Kleken and Sariel. She can substitute for one
if you don’t have the other. Her equipment at A3 also buffs her team by a small percent
of her own atk, as long as the team hp is above 90%. This buff is situational but as long
as you have a good healer should be manageable. Overall her stats are a bit low,
sometimes her active is wasted so she will be replaced eventually but before then a
good pick.
Zoya
Essence of Zoya
3*Water Atk:2133 Def:830Hp:6223
Zoya is a free main healer that is obtained from completing one of Chapter 1’s
missions. She provides good amount of healing even as a 3* allowing you to use her for
a majority of the game. However as she is 3* she can’t Asc 3 so will need to be
replaced later on. The obvious upgrade being Philyshy. She is good enough to progress
through the main story for now, just it feels a bit wasteful leveling her. She synergizes
with converters as they increase her active skill’s healing base on the number of blue
tiles.
Dove
Dove? Dove
3*Forest Atk:2159 Def:748Hp:5503
Dove is a free character you get as part of stage 1-2 in the main story. She is
overall mediocre with not many distinguishing qualities. Her teleport is alright early on
but many other units also have this ability especially in green. The only worthwhile note
is that it can become preemptive without dupes at BT3. Her equipment gives her a
chance to slow enemies, which really isn’t that useful to start with and is not even
guaranteed. As she is 3* she does not have an Asc3. Also she’s a pigeon, obviously a
pigeon.
Angel
Fortunately, or maybe unfortunately, her art is on twitter.
3*Thunder Atk:2373 Def:811Hp:6562
Angel is a free character you get along with Dove in Stage 1-2. She has a slightly
interesting active skill which randomly does damage to 180% damage 12 2x2 squares.
What’s interesting isn’t the damage, her base stats are really low and the damage is
random, it’s that her lightning with some good rng can break rocks for you, especially in
some troublesome puzzle stages. At BT3 which requires no dupe it becomes
preemptive as well. Other than that she has a pretty good chain combo as a cluster with
max cross. Her equipment has a random chance to buff the damage of her active after
each lightning strike, not being consistent either. As she is 3* she doesn’t have an Asc
3, overall slightly useful, maybe usable in a budget Thunder comp until you get better
units.
Chainsaw Rick
The Chainsaw Rabbit Devil
3*Fire Atk:2245 Def:798Hp:5998
Rick is the embodiment of the fear of chainsaws. a free unit obtained from Extra
Chapter: Hons & Ears which is unlocked from Stage 6-14. Being unlocked so late you
will likely already have better units than him. He is mainly useful for the knockback
mechanic that is required to beat the boss of the Extra Chapter. As a unit he is pretty
mediocre, his active skill is a max cross damage with knockback. His chain combo is a
smaller range version. His base stats are low and he can’t asc 3.
Regal
Requiem
Mythos
Frostfire
All these units are unlocked via the Old Seal, which is unlocked after stage 7-14.
It will take around 3 month to unlock each of them doing the various trials. All of them
are pretty strong with top stats, however they mainly fit a Dps role with no utility.
Refer to my guide part III to see my discussion of them in comps.
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https://docs.google.com/document/d/1bAZhJLtL_-092DZrEqW91DO0qRigxiEh1bQxiuTmdm0/edit?usp=sharing
Team Comp Guide Part II: A Structured Approach
Beginner Team Building
By Juliwen#7209
General Comp Outline
1 DPS Captain, 1 Sub DPS/Flex, 2 Converters, 1 Healer/Flex,
This is just an outline for those of you who are new, most comps will fall somewhere
along this line. Many units fill more than one role making them more desirable and
useful overall. Keep in mind that units have their own atk stat, but all their hp and def
stats are combined for the team. This makes Atk the most significant stat.
Use this site to learn stats and abilities for all units https://vice-as.herokuapp.com/
DPS Captain: Your captain will normal attack and trigger their chain combos the most
often, the ideal spot for the DPS. For that we want units with good atk stat and chain
combos scaling. It is preferred if their chain combo can hit a large area and hit multi-tiled
bosses multiple times. Their active skill should similarly have good damage scaling or
provide a sizable buff to the unit. Their equipment should allow them to hit more normal
attacks or allow them to dish out additional damage. Importantly outside of Spire, you
can run an off color DPS captain.
Some Recommended DPS Captains:
Sub DPS/Flex: Any unit that can be a DPS Captain can be your Sub DPS however,
there are also units who’s atk stat might be lacking, or chain combos is too small or
orientated for sniping enemies thus they fall in this category instead of as Captain.
2x Combo: These 5* units have an active skill that allows you to trigger chain
combos for that round twice this turn at 85% of their atk scaling. This when used
with converters can set up a long aurora turn to do significant burst damage.
Their CD is 4 at default which mismatches with most converters who are 2 or 3
CD, at BT2 they gain pre-emptive which alleviates this mismatch problem. At B6
they reduce to 3 CD which makes them a lot better.
Snipers: These are units that have chain combos or active skills orientated for
killing stragglers on the board. This is more a convenience thing, not strictly
necessary if you manage your converters and teleporters abilities. Units with
sniping chain combos also suffer in the single target department.
Note: Sometimes a Sniper will be more useful as the captain, in which case you
can switch the two roles (like when autobattling). Additionally you can switch your
captain mid combat 3 times when you happen to need them to kill stragglers.
Other than a Sub DPS you might also opt to just run a flex unit. Like an additional
converter or a healer to deal with specific circumstances or if you just want to give more
utility to enable your DPS Captain even more. Other than the DPS captain which you
can use for this spot, I will recommend some more units that can work for Sub DPS.
Some Recommended Sub DPS: (DPS captain can be your Sub DPS)
Converter: These are units that can help change the color of tiles on the board. I
recommend two or even more because they are so critical to having a strong turn. More
tiles allow you to have more chances to normal attack, have longer chain combos,
trigger aurora and line up your chain combos more desirably. Because of how important
converters are, their atk stats are usually hamper as a result. What we look for instead
with converters is mainly how strong their utility is. Are/can their skills (be) pre-emptive?
How many tiles can they convert? They do have any debuffing or support effects?
Additionally along with general converters there’s also 3 additional archetypes.
Cross Converters. Selectable Converters, Board Converters. The game also
categorizes most units that can teleporter as converter but I would disagree with this
classification.
Tip: Running the 4 Convert Preemptive 6* along with the 4 Convert Preemptive 5* of
the same color is a strong combo as their CD match guaranteeing a 8 tile convert
combine every 3 turns. (Ms. Blanc can fill in for Kleken on Water.)
Cross Converter: These 5* units have skills that converts tiles in a cross shape,
vertical and horizontal. Their initial CD is 5 which is really long but a BT2 will be
reduced to 4 and at B5 they will become pre-emptive. Initially they are very
unwieldy without at least one dupe, but are very strong when maxed out.
Selectable Converter: Their skill allows you to choose which tiles you want to
convert, which is very powerful and convenient for creating long combos. So far
only Thunder has gotten good units, in 6* Irridon and 4* Nadine. The other units
are 3* units which can’t Asc 3, drastically reducing their late game potential.
Expect in the future to see the release of 6* Hiiro for Forest and 6* Bethlehem for
Water, both of which will be first pick.
Board Converter: These units' skill allows them to reset all or a significant part
of the board allowing the color of those tiles to be rerolled. They usually have a
way to increase the odds of getting the tiles of their color, though some of them
are locked at B6. They are inconsistent converters but are strong in other areas.
Using them alongside other converters usually can cover their shortcomings.
Additionally keep in mind board resets will clear enhance tiles (except Jola) and
enemy markers from those tiles.
Some Recommended Converters: (Any Converter 6*/5* works really.)
Healer/Flex: Healers obviously heal your team, which is important to achieve the star of
50+% hp of main story missions. They can also serve as your captain when you need
off color healing or when you are doing a survival mission. I categorize them into two
main categories. There are very few choices so usually it’s just the main healer of the
right color you own. (Note: Philyshy can act as main healer for Fire at A3 outside of
Spire.) Additionally some stages might not need a main healer, in which case you can
flex this position.
Main Healer: There are units that have healing built into their chain combo. They
serve specifically this role. Usually one is enough to provide all the healing a
team needs.
Sub Healer: These units have healing built into part of their kit, some of them
can only do a little healing. The 6* units can act as a Pseudo Main Healer at A3
when their equipment is maxed. Running both Victoria and Eicy should make it
doable to not need a main healer. (Note: Louise’s equipment might be bugged
otherwise she could act as a Pseudo Main Healer.)
Additional Archetypes
Teleporter: Units with an active skill that lets you reposition yourself on the board.
Useful if you are stuck in a corner, have enemies really far away or needing to
reposition for a better combo.
Shielder: Units with an active skill that gives a temporary shield protecting you from
damage. Found in only Water right now.
Execute: Unit with an effect that kills enemies once their health is lower than a certain
threshold.
Debuffer: Unit that afflicts status debuffs like blind/paralysis/slow/fright.
Buffer: Unit that buffs the damage of your team with their active skill or equipment with
a base condition.
Aggro: Units that have a skill to pull enemies and move them toward your character.
Knockback: Units with a skill that pushes enemies away.
Combo Reduction: Units with an ability that reduces the required amount of tiles to
trigger a chain combo.
Pierce: Units who’s normal attack does damage to the enemy behind your target. Hits
multi tile enemies a second time.
Diagonal Attacker: Units who can normal attack diagonal. Very useful to have on your
captain.
Keywords
Enhanced Tile: Grants 2 times the combo of a normal tile
Prism Tile: Extends the color of Prism tile two tiles based on the direction you entered
Poison: Lose 1% of max HP per round (up to 5 stacks)
Burning: Lose 1.5% of current HP per round (up to 5 stacks)
Bleed: Lose 2% of HP loss per round (up to 5 stacks)
Paralyzed: Can only move one tile. Unable to dodge.
Stun: Unable to move this round
Blind: 30% chance of missing attacks
Fright: Will run away from enemies. Lasts 1 round.
Sleep: Unable to move. Damage is increased by 50% when awakened
Slow: Reduce movement by 50%
Wounded: Lose 3% Max Hp each tile you move.
Example Teams
Budget Mono Blue
Vice 5* DPS Captain, Sniper
Zoya 3* Main Healer
Ms. Blanc 4* Converter, Preemptive
Hydrad 5*Sub DPS, 2x Combo
Sariel 6*Converter, Preemptive, Sniper, Buffer (Defense)
Off Color Mono Blue
Sinsa 6* DPS Captain, Buff (Strip Defense)
Kleken 5*Converter, Preemptive, Debuffer (Fright)
Philyshy 5*Main Healer, Teleporter
Sariel 6*Converter, Preemptive, Sniper, Buffer (Defense)
Vice 5*Sub DPS, Sniper
Uriel Burning Synergy Mono Red
Charon 6*DPS Captain, Board Converter, Knockback
Faust 5*Converter, Preemptive, Debuffer(Fright)
Alice 4*Main Healer, Buffer(reduce damage taken)
Uriel 6*Board Converter, Proc Burning, Buffer(Burning conditional)
Leona 5*Sub DPS, Sniper, Proc Burning
Migard Hyper Carry Mono Green
Migard 6*DPS Captain, Sniper, Teleporter, Execute
Pact 5*Converter, Preemptive, Debuffer(Slow), Sub Healer
Nikkinis 6*Converter, Preemptive, Buffer (Defense)
Gabriel 6*Board Converter, Enhance Tile
Uriah 4*Main Healer, Enhance Tile
Areia Budget Mono Green
Areia 5*DPS Captain, Buff (Self Normal Attack), Execute, Pierce
Pact 5*Converter, Preemptive, Debuffer(Slow), Sub Healer
Uriah 4*Main Healer, Enhance Tile
Louise 5*Sub DPS, 2x Combo, Sub Healer
Sikare 5*Cross Converter, Sniper, True Damage
Tessa Budget Mono Yellow
Tessa 4*DPS Captain, Aggro, True Damage
Beverly 5*Converter, Preemptive
Nadine 4*Main Healer, Selectable Converter
Schwartz 5*Sub DPS
Nemesis 5*Cross Converter, Sniper
Important Concepts
Mono Color Team and Off Color Captain
Starting out in this game it is recommended that you focus only on a single mono
color team. Using multiple mono color teams will mean spreading resources and having
a weaker overall team to clear the main story quest. As for multicolor teams, they are
just less effective as off color units can’t trigger their chain combos (not including
secondary elements discussed later). The exception being that you can have an off
color captain as the captain will always trigger no matter what color tiles you connect.
This has a downside that you will need a on color unit when you run Spire, a 80 floor
mono color challenge that gives you resources to upgrade your team. (This is useful so
that you can delay farming materials till you unlock later story stages which give better
drops.) The upside to having an off color captain is that you will be more resilient to
being element countered by many difficult boss fights that exist. Keep in mind you can
switch your captain 3 times, which you may do when connecting off color tiles so your
healer’s chain combo triggers, so you trigger a more useful damage chain combo, or if
you switch off an off color captain that matches the tiles you connect so two units trigger
instead of just the captain.
Element Counter
As mentioned before, elements counter each other. The diagram above shows
the way the counters work. This counter is significant when fighting a difficult boss,
especially when you’re countered by it. (Usually borrowing a friend’s Asc3 unit is
enough if you’re struggling.) This counter amount is increased by your equipment
shown below. The current hardest story boss at 8-14 which many people struggle with
at first is a water element so thunder has a slight advantage and fire a slight
disadvantage as your starting team. (You might need to farm mats a few days longer to
make your main team strong enough, insignificant in the grand scheme of things.
Eventually you will build teams for all the colors as you play anyway.) Making use of
counters would indeed provide a sizable buff, but the main story so far does not even
require a full team of Asc3 units to clear, much less requiring you to prioritize counter
elements.
Order Matters
For your team the captain in the 1st slot is usually your dps since the objective of
most missions is to kill enemies and you want their chain combo to trigger as much as
possible, if the mission is survival having a healer first also makes sense. We then want
to consider “sniper” units who have chain combos with key phrase nearest enemies,
random enemies, or # enemies . Units like this should be placed at the end of the
team comp because you don’t want them to waste their chain combos on enemies that
would have died anyway. For the rest of your units you want to place them starting from
the 2nd slot and go from lowest atk to highest atk. This is to take advantage of the
combo meter that stack from your units' normal attacking enemies. The higher the
combo meter the more damage subsequent normal attacks and chain combos do.
Example of Nearest Enemies The Combo Meter
There are a few caveats, if your “sniper” unit’s atk stat is significantly weaker, it
might make sense to have your unit with higher atk at the end. Or if you have a unit like
Corax whose equipment makes his normal attack 2 instances at reduced damage. You
would want to move him forward based on his normal attack at this reduced scaling.
Additionally certain units have synergies that might make it important to place them
earlier in the line up like Leona Asc2+ and Uriel Asc1+. Uriel’s equipment buffs Fire
Aurorians based on burn stacks and Leona’s equipment has a chance to afflict burn
stacks when normal attacking. In this case Leona, if she isn’t the captain, should be in
the 2nd slot and Uriel right behind her.
Corax Equipment
Late Game A3 Multi Color Teams
When you ascension 3 your 6* or 5* units they gain a secondary color. Those of
the same color provide a 5% atk boost to your units when they trigger tiles of that color
(captain won’t get the 5% buff if they trigger off color). A different color will allow units to
attack when triggering that color to deal damage of that type for 35% of their attack.
Having the opportunity to attack off color for units would be more valuable than that 5%
atk boost overall. However team comps are still restrained by the color of your
converters. You generally shouldn't mix the color of your converters because they would
conflict with each other and be less effective overall. Mixing Sub DPS is also awkward if
you use their secondary color mainly because 35% atk for their normal attack and chain
combo is really lackluster. However within this space is still a small design window.
●Some Sub DPS units might have just very strong active skills and equipment so
you don’t mind taking a hit to their normal attack and chain combo.
Example: Sinsa, Migard
●Alternatively you can run a team mainly split between two primary/secondary
colors with converters of one main color. You can then switch the Captain
between two units to match the right color at different times.
Example: Sharona Faust Philyshy Istvan Eicy
(Edit: Istvan 2x Combo doesn’t work for secondary fire color, I can’t think
of a suitable replacement, running Victoria here seems redundant.)
●Third option, which will depend on better future units, is you run a two dual color
team with split converters that cover significant area with a fixed captain. (A
better team should still be switched between two DPS Captains with a Primary
Color of the different converters and the alternative Secondary color if possible. A
pseudo main healer with the right two colors will be needed to free up a slot for
more converters.)
Mock Example: Sharona Irridon Barton Vivian Nadine (Not recommended)
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https://docs.google.com/document/d/1ISgoTwn0j_cxRNjrOW5-ot5ejhaZkcK4HY6wLoELHJY/edit?usp=sharing
Team Comp Guide Part III: We Are the Champions
Meta Comps Thoughts
By Juliwen#7209
Important Notes:
Take with salt, I can be wrong.
This is for the meta as of 7/20/21.
7/29/21 revision for Hiiro and bugfixes.
This is my opinion on the current best mono team without using off color captains since
the hardest challenge is Spire. You can switch the first slot to off color if you want.
This guide uses terminology covered in Part II as well as some general terminology.
Team Breakdown will assume you don’t have any breakthroughs.
I will assume you need a healer, if you don’t just replace with someone from Flex/Subs.
Stats are based on values at Asc3 Lv80 BT0 Affinity10 Equipment10.
Character breakdown might not have all features of their kit, only significant ones.
Autobattling is not being considered.
Mono Water Core
Sharona 6*Water/FireAtk: 3614Def: 1246Hp:9991
DPS Captain, Teleporter, 3 CD, Self Buff (Marks)
BT6 Preemptive
Kleken 5*Water/WaterAtk: 2386Def: 826Hp:6962
Converter (4 Green>Blue), 2 CD, Preemptive, Debuff (Fright)
A3 2 Enhance Tiles, BT5 Convert +1 Tile
Carleen 6*Water/WaterAtk: 2896Def: 935Hp:8072
Sub DPS, Teleporter, Column Converter, 4 CD, Self Buff, Pierce
A3 Pierce (40%), BT3 3 CD, BT6 Preemptive
Raphael 6*Water/WaterAtk: 2912Def: 996Hp:8609
Pseudo Main Healer, Board Converter (3 Cluster), 4 CD, Heal (Spawn Blue Tiles)
A3 Full Board Reset, BT3 Preemptive, BT6 +Blue Tile Regen
Sariel 6*Water/ForestAtk: 2431Def: 890Hp:8721
Sniper, Converter (4 Red/Green>Blue), 2 CD, Preemptive, Buff (Def)
A3 2 Enhance Tiles, BT6 Convert +1
Team Breakdown:
This blue team is centered around bringing the most out of Sharona and
Raphael. Having 4 converters enables not only a plethora of benefits but also due to
Raphael’s equipment they heal you. Because Raphael isn’t a main healer, it’s important
to prioritize her ascension, equipment and affinity. Having her at A3, E10 as well as BT3
for her Preemptive is very significant. Sharona’s equipment also benefits greatly from
the additional normal attacks possible. Your round 1(15) is very strong by default due to
Kleken and Sariel granting you 8 additional blue tiles at the start, with 4 enhanced tiles
at A3. You have Sharona teleport at round 3 (13) which is when Kleken and Sariel get
their CDs back. Round 4 (12) you will have Raphael’s and Carleen’s active skill up. You
can use Raphael’s active and then Carleen’s active to reposition and better use the
random tiles generated by Raphael. The chain combos of the team also covers a wide
range and have similar patterns allowing easy line ups. Carleen’s A3 gives her pierce
allowing her to hit the tile behind the enemy she normal attacks as well. Sariel, a sniper,
is placed at the end to help cover any stragglers that remain, also handy to switch to
captain when you need her.
Flex/Subs
Regal >Sharona
Regal is the Water Silent Hunter that’s unlocked from the Old Seals, his Vis skill
is a powerful stacking self buff that enables diagonal attacks and increases his normal
attack and chain combo, he is comparable to Sharona in role, though lacks her teleport.
He however will progressly get stronger as the rounds continue.
Bethlehem>Kleken, Sariel
Bethlehem is an unreleased unit that was available in CBT1, she has a 4 tile
selectable convert. She is susceptible to change from the beta so we won’t go deep into
her other features, but as long as she still has her active she is a powerful converter.
Hydrad BT2+>Carleen
Hydrad is water’s 2x combo unit, he provides a massive burst with his ability. At
BT2 he gains preemptive on his skill allowing him wombo combo on the first turn
alongside your other preemptive converters. You would see him more useful in Secret
Territory.
Philyshy>Raphael, Carleen
Philyshy is a main healer along with a teleporter. Earlier on before you have
Raphael properly leveled using Philyshy will likely be better for healing. In addition in
some levels using a main healer might be more reliable. At BT2 she gains preemptive
allowing you to reposition for a better round 1 combo. With her preemptive she would
also be more useful in Secret Territory.
Mono Fire Core
Chadron 6*Fire/ForestAtk: 3331Def: 1113Hp:9506
DPS Captain, Board Converter (Train), Knockback, 3 CD,
+10% True Damage Normal Attack
A3 Diagonal Normal Attacks, BT3 Preemptive, BT6 +Red Tile Convert
Faust 5*Fire/WaterAtk: 2476Def: 860Hp:7011
Converter (4 Yellow>Red), 2 CD, Preemptive, Debuff (Fright)
A3 2 Enhance Tiles, BT5 Convert +1 Tile
Istvan 5*Fire/WaterAtk: 3128Def: 1044Hp:8756
Sub DPS, 2x Combo, 4 CD
A3 +15% 2x Combo, BT2 Preemptive, BT5 3CD
Victoria 6*Fire/WaterAtk: 3345Def: 1086Hp:8413
Sub DPS, Pseudo Main Healer , Self Buff (Bleed), Debuff (Bleed),
True Damage (solo target), 3 CD
A3 +Heal (Equipment), BT3 +10% Heal(Chain Combo), BT6 +Sniper (Chain Combo)
Eicy 6*Fire/WaterAtk: 2428Def: 841Hp:7092
Sniper, Pseudo Main Healer, Converter (4 Blue/Green>Red), 2 CD, Preemptive
A3 +Heal (<Hp%), BT6 Convert +1
Team Breakdown:
This team has a very interesting feature, all units minus the captain have Water
as their secondary makes it a Duo Fire/Water team in effect. Victoria and Eicy both are
pseudo main healers that work together to save a slot. Having BT2 for Istvan helps with
the burst of this team. The round 1 (15) of this team is 8 red tile converts along with 2
enhanced tiles with A3 Faust. The round 3 (12) of this team has all but Istvan’s active
ready for a wombo combo. Note you can use Charon’s active to help reposition
enemies with some difficulty to better match Victoria’s active. You will likely trigger
aurora time this round so you can save Victoria’s active till after your first turn to line up
enemies and stack bleed procs. Or if only 1 large enemy lives after you kill all the
squisher ones, you can do true damage with Victoria’s active. If you do happen to have
Istvan’s BT2 not only would you deal more damage this round, but you can also get
more healing from Victoria simationusly. Eicy in this team is a sniper which can be
swapped to captain to help kill with stranglers.
Flex/Subs
Uriel+Leona>Chadron+Istvan, Istvan+Victoria
Uriel and Leona form the basis of Burning Synergy, while this combo also is very strong
it is lacking the convenience as well as direct impact. Uriel’s equipment increases damage for
fire aurorians to enemies individually based on their stacks, not collectively. This means you will
have to build stacks up for each enemy to get the buff. Since Uriel herself can’t stack burning as
fast you will have to use Leona with her. Overall this comp will work less optimally in most
conditions except maybe during boss fights.
Sinsa>Chadron, Istvan
Sinsa is a great aoe DPS Captain very similar to Charon, with a cone instead of a train
for his active. He can also move forward 1 step during his active. Instead of converting tiles,
Sinsa strips def from enemies for 1 round on normal attack, this stack up to 25% of Sinsa’s Def,
effectively adding 25% of Sinsa’s Def to everyone’s Atk.
Frostfire>Istvan
Frostfire is the Fire Silent Hunter unlocked from the Old Seal. Her kit is skewed heavily
towards sniping enemies. With her Vis skill being a spammable target aoe that refunds 5 Vis if it
kills an enemy. Her Chain Combo also deals significant damage to up to 3 enemies. She is
mainly a flex if you really need that sniping. Chandra fills a similar role as her..
Note: Chandra fills a niche role for Nightium farming for the bonus round in the resource stage.
Brock> Istvan
Brock has an aoe aggro that synergizes very well with Victoria and Chadron. He also
buffs the team for a % of his atk for every enemy within 2 clusters after he uses his active.
Overall he stands out very much even as a budget unit and shouldn’t be overlooked.
Nails>Istvan
Nails is a budget nuke sniper that synergizes with Victoria. His active cost 15% of the
team’s current health and deals 15% of enemy’s max hp and applies bleed for 2 rounds within a
targetable 3x3 area. This is true damage and scales up to 25% based on how little remaining
health your team has left. This requires reliable healing to sustain the team’s hp when used. I
won’t recommend him strongly but against certain high hp and high defense enemies he might
be worth it if you have no alternative.
Mono Forest Core
Areia 5*Forest/WaterAtk: 3614Def: 1246Hp:9991
DPS Captain, Self Buff (20% Atk), Self Debuff (50% Atk & Def), Pierce, 2 CD
Execute (Hp<1.5x Atk)
A3 No Debuff on Kill, BT2 Preemptive
Pact 5*Forest/FireAtk: 2386Def: 826Hp:6962
Converter (4 Red>Green), 2 CD, Preemptive, Debuff (Slow), Heal (Mark)
A3 2 Enhance Tiles, BT5 Convert +1 Tile
Nikinis 6*Forest/WaterAtk: 2450Def: 821Hp:7245
Converter (4 Red/Yellow>Green), 2 CD, Preemptive, Buff (Def)
A3 2 Enhance Tiles, BT6 Convert +1
Uriah 4*ForestAtk: 2912Def: 996Hp:8609
Main Healer, Enhanced Tile (Max Hp), 1 CD
A3 Aurora Reset CD, BT4 +10% Heal
Migard 6*Forest/FireAtk: 3781Def: 1293Hp:10535
Sub DPS, Sniper, Teleporter, 2 CD
A3 Execute (Hp<Atk) , BT3 Preemptive, BT6 Reset CD on Kill (once each round)
Team Breakdown:
The primary strength of this team revolves around Areia and Migard, both deal
absurd amounts of damage, as well as execute enemies when their hp falls lower than
a threshold based on their atk. Areia’s self debuff is a major detriment early on but lucky
at A3 she won’t be debuffed as long as she kills an enemy. While Areia’s active has a 2
CD it is advised to wait till round 3 (13) to use her (unless you have her BT5). Similarly
for Migard’s active skill. Uriah’s active skill you spammed whenever it’s off CD. The
round 1 (15) for this team is 8 tile converts along with 4 enhanced tiles at A3 using Pact
and Nikinis. Round 3 (13) you can do this again, likely triggering aurora time, but this
time you have your Areia to deal massive damage and Migard to reposition or clean up
straggler. Note for Areia’s active skill not only is her atk buffed but her normal attack
pierce allowing her to hit the tile behind enemies when she normal attacks, meaning she
will hit multi-tiled enemies twice. Her buff also ends next round so will persist in aurora
time. Migard’s chain combo snipes for, you can switch her to captain when needed.
Flex/Subs
Hiiro+Gabriel >Areia+Pact
Hiiro is a unit from CBT 1, she will act as a DPS Captain along with her active skill being
a selectable convert 2. This info is based on CBT 1 so it might change. Assume she works the
same way as before I would suggest the comp below, as Hiiro synergizes off of enhanced tiles.
Gabriel by herself while she does reset the board, is often too inconsistent in my opinion. But
she is definitely worth using to synergize with Hiiro. Whether this team will be stronger we’ll
have to see. Hiiro is not as high up there in ATK, would be a Sub DPS more often. Does go off
still when she has multiple enhanced tiles.
Mythos>Areria, Migard
Mythos is the Forest Silent Hunter that unlocks from Old Seals, her chain combo is a
high scaling single target snipe. Her Vis skill allows her to summon her train giraffe for good
damage in one of the eight directions. Stacking her Vis increases the damage done, though it is
best to use whenever there is a good opportunity since stacking Vis isn’t as efficient.
Cuscuta>Areria, Migard
Cuscuta has an interesting niche, her active can reposition any knockback-able enemy
anywhere on the board while doing a chunky amount of damage. Her equipment also self buffs
while enabling some extra aoe damage on kill. Her chain combo allows her to hit all enemies
within 3 clusters at the highest level. Overall she works very well dealing with non-boss stages.
Louise BT 2+> Areia, Migard
Louise the forest 2x Combo, useful if you’re missing either of the two dps. Her 2x will
enable Areia and Migard to trigger their chain combo again allowing another chance to execute
as well. However her long cd and the way her equipment’s heal works right now (fixed) leaves a
bit to be desired. Having her BT2 which gives Preemptive help a lot.
Odi>Areia, Migard
Odi is not the best up front damage dealer, however her chain combo and normal
attacks with her equipment allows her to proc many stacks of poison. Poison stacks each deal
2% max hp each turn up to 5 stacks. She works best when fighting bosses.
Robyn does not exist, she can’t hurt you.
Mono Thunder Core
Michael 6*Thunder/ThunderAtk: 3536Def: 1254Hp:9996
DPS Captain, Teleporter, 3 CD, Current Hp% Damage
BT3 Chain Combo After Active, BT6 Preemptive
Beverly 5*Thunder/ThunderAtk: 2525Def: 874Hp:7096
Converter (4 Red>Yellow), 2 CD, Preemptive
A3 2 Enhance Tiles, BT5 Convert +1 Tile
Nadine 4*ThunderAtk: 2976Def: 1031Hp:8560
Main Healer, Selectable Converter (1 Lantern 2 Rounds), 3 CD, Debuff (Blind)
A3 +Blinds, BT4 Preemptive
Irridon 6*Thunder/WaterAtk: 2528Def: 874Hp:7412
Sub DPS, Selectable Converter (2 Prism), 3 CD, Self Buff (Prisms)
A3 Prism after Aurora, BT3 2 Enhance Tiles, BT6 Preemptive
Tessa4*ThunderAtk: 3166Def: 1159Hp:8850
Sub DPS, Aggro, 2 CD, True Damage (Marks)
A3 Marks from Chain Combo, BT4 Preemptive
Team Breakdown:
This team requires a lot of planning, but can adapt to any circumstances. Note a
major part of Tessa’s power is from her marks, getting E10 and A3 is very important.
While Tessa’s active has a 2 CD it is advised to wait till round 3 (13) to use her (unless
you have her BT4). The round 1 (15) of this team has only Beverly to convert 4 tiles to
yellow with 2 enhanced tiles at A3. It is round 3 (13) with your team’s active skills all
ready when the burst comes out. The ordering of skills is challenging for me to explain
so just try it out yourself. Just keeping in mind that you will likely trigger Aurora time so
you can save some skill for later. Nadine’s lantern will exist for the current round and 2
more. To maximize its use you should plan routes that will not cut it off in subsequent
rounds. The strength of this team is really how flexible though challenging their skills
are. Michael will help reposition and chunk enemies. Nadine’s active can heal 3 times
with proper planning; Iridion’s damage isn’t the highest but it stacks over time. Both their
selectable converts combine let you go anywhere you want. Finally Tessa while a 4* has
a skill similar to Chadron, but deals true damage based on her stacks rather than
resetting the board. The chain combos of the DPSes also overlap nicely.
Flex/Subs
Gronru>Tessa, Irridon, Beverly
Gronru is Thunder’s 6* Beginner Banner Converter, she will enable a stronger
Round 1 allowing you to have 4 more Yellow tiles. Note, however, her A3 does not give
her 2 enhanced tiles. She synergizes to allow more aurora time for Irridon. She replaces
Tessa in rounds where you might fight a single-tile boss. Her equipment let’s her
paralyze enemies once every 3 rounds but this effect doesn’t work on bosses. It will
save you some hp here and there overall.
Requiem>Michael, Tessa
Requiem is Thunder’s Silent Hunter unlocked from Old Seals. She is noted by
her Vis skill which stacks 75% damage every round dealt to all enemies. This can be
saved for after a phase of enemies to nuke them or can be repeatedly fired every two
rounds to soften enemies. She also has some built in sniper effects in her equipment
and chain combo.
Schwartz B2+>Michael, Tessa
Schwartz’s active is a better variant version of Mythos’ dealing an additional 10%
of an enemy’s current hp, though he has a 3 CD. His equipment buffs his Atk and Def
by a respectable amount when used on a Thunder or Lumoplis only team. His Chain
Combo, a max radial, is also much wider and more convenient compared. At B2+ he
can execute after his active skill when non-boss enemies have less than 10% max hp.
Very useful for cleaning up enemies.
Eve> Tessa
Eve is a sniper orientated Sub DPS, with her chain combo being more
convenient as a max radial. Her general damage might be worse in practice compared
to Tessa, but she will allow you to focus single tile bosses better. Also handy for stages
requiring you to chase squishy enemies around.
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Other Guides by Me
Team Comp Guide Part I: Free Character Analysis By Juliwen#7209
Team Comp Guide Part II: Beginner Team Building By Juliwen#7209
Team Comp Guide Part III: Meta Comps Thoughts By Juliwen#7209
Alchemy Stars: Reroll and Progression Guide by Juliwen#7209
AS: Eye of The Storm Store Guide
Please credit if you use my guide for content creation.
If you find the content of this guide outside of this document, it wasn’t me.