Quick Guide to Badges
Ideal Badges and pairings are something that aren’t really talked about that new players struggle with so I thought I’d make a guide on it.
Things to keep in mind before we begin. First anything that has a speed sub is an immediate keeper (even if main stat or 2nd sub is not ideal) especially as a new player(refer to my guide on why speed is important). Second While you do want the ideal secondary subs, it’s going to be awhile before you get to level these (due to how long it takes to level substats)
Gale badges: the most used badges in the game.
Generally you want speed as one substat(gotta go fast). Secondary subs to consider would be crit%/final dmg%(if the unit is a dps) or hp%, tenacity, final dmg reduce If the holder is a non dmg dealer.
Fury/Crit: The gold standard for dps. Subs vary depending on content.
- Pvp/campaign/engrave/tower: 1 sub to be speed(fairly obvious). And the 2nd sub can be your choice of final dmg or crit. Atk% is less valuable Below is another example.
- Any content involving bosses: Go for full dmg subs. These are a specific combo. You want either final dmg%+crit dmg% or atk%+final dmg%. The former is for bosses that can be crit(world boss) and the latter is for those that can’t(slimes).
Unyielding/tenacity: Tied with fury in terms of usage. Gale+tenacity are the preferred combo for non dmg dealers.
Primary sub is going to be speed. The ideal secondary subs hp%, tenacity, final dmg reduce.
Courage/attack: They scale poorly due to having a flat stat. However they are a necessary evil(lack of other offensive options) so you’ll still use them for bossing content with fury badges. Just like fury badges, they have the same exact considerations. If the boss can be crit, crit dmg sub. If it can’t, atk% subs
And there you have it. Hopefully this helps people when deciding on what badges to work on and why.
Badges to Avoid
This section covers badges to avoid!
Badges to avoid. Before we begin, I’d like to disclaimer something extremely important. there is a decent amount of “grey area” or otherwise anecdotes involved that color my viewpoint a bit regarding this topic and allow for some of these badges to be simultaneously underrated and also bad at the same time(which i will of course explain down below), however I’m going to try and be as objective and non biased as possible when going over these.
Badges to avoid. These would be physique(def) and life(hp)badge. The reason to avoid these badges is mostly due to the flat stat they have. Percentage(%) stats generally scale better later into the game whereas flat stats are more early game focused. The issue here being that generally speaking, once you get to accessing red badges in chapter 13/14, you are usually safely past the point of needing these two badge types in most(keep that in mind) situations.
However… if you are like me and use a bunch of low level units for clearing content. then occasionally hp badges can become useful for providing bulk in a pinch to reach certain thresholds. For example say you are vs Tamamo. Tamamo teams have their dmg extremely frontloaded to the point that if you make it past the initial burst/entry hazard dmg, you generally tend to win because they are usually out of ammo. Something like an hp badge could perhaps help a unit who would die end up living on say 15-20% hp which can be a difference between a pass and a fail.. That said this lies solely in the user discretion pile and not a general use pile because at the end of the day, non damage units still get more general value from gale and tenacity.
Hit Badges
Hit badges (tied with dodge badges) are in my opinion, the most interesting badge type in the game due to how under the radar they are in terms of usefulness. Part of this is because wheras things like speed and damage are observably useful in virtually all content, hit badges get their mileage almost exclusively in pve not in pvp. This is due to player dodge usually being much more tolerable than enemies you fight in high level story and tower. As such having hit% badges helps cut down on the number of retries needed for specific allies to land game winning skills and clear stages. “Ok then why has no one suggested these badges to me before” us a question some of you might be wondering and this would be due to the fact that older accounts have had a lot of time to progress and pick up sources of inherent hit% from painting shrine, power of faith etc. What about newer accounts? They usually progress through story much faster and as such don’t have the opportunity to pick up all these sources Making hit badges more attractive for some content(like 28-60 pterodactyl)
What’s interesting about hit% badges is that while they can be very strict, you only actually need 1-2 of these badges built(as in hit sub leveled) as usually is only a handful of units that need to to land their stuff. However having some hit badges leveled(as in getting the badge to level 10 for 15% base hit) can go a long way for some units once you accrue the passive hit from other sources.
So how do we build this badge? Well they want hit% sub(so you can double up on the overall effectiveness) from there you have 2 options: speed or no speed. For the most part I’ve gotten away with just 1 hit badge+hit sub but no speed(though im a big advocate of having both if you can get it). This requires less overall resources when just starting out. However one with speed and hit% is good for units that want to be fast and have accuracy.
I hope you found this helpful!
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