#r5 help

38 messages · Page 1 of 1 (latest)

pale dome
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It just feels so sketchy and I don’t know what to do, do I need to add resistance or what?

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I follow the team from the ? Command

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Just feels so sketch

thick plank
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Hard to give any advice without showing us what the teams are and the stats on it

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Did you rune them according to the baselines in Beginners guide?

static ravineBOT
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jx9

[Message Link](#1166120830921621504 message) to #1166120830921621504

SR5, putting it together with examples

See the graphic for a summary and examples.

The following are some rough numbers to shoot for. Note that these are just general guidelines and not firm requirements. There's 18 individual monsters each contributing something and everyone is going to have different exact teams and setups. Some teams may work with less than the suggested numbers, but at the same time, hitting all the suggested numbers doesn't guarantee your team will work either.

Frontline: 220k eHP, with at least 1500 def after lead and towers
Backline: 120k eHP (yes this means that your squishy DD like Ardella may need a slot 2 or slot 6 HP% main rune)

Healers/cleansers should have at least 200 speed, the more the better. They will benefit from 100 res and Vio, although neither are absolutely necessary. If you choose to get res, go for 100 or don't bother with any at all. If your cleanser has exactly 200 speed, no res, and is not on vio, then it is NOT meeting the stat guidelines.

Vio is not as helpful on other units, but won't hurt either. Forcing Vio at the cost of stats is always detrimental though.

It's ok if your damage dealers are not 100 CR. It's a good goal to aim for but since you have sustain, you're only look for average damage output and a missed crit won't kill you. 150-160 speed is enough for most damage dealers.

You should expect 1:15 - 1:30 runs at the start. If it takes longer you need more damage. Eventually this style of team can go all the way down to 35-40 sec average.

It won't hurt to run a bit of R4 first if you just need a bit extra of stats. You can get a lot of progress really fast with basic grinds on most of your runes.

Here are stats of my monsters, compare them to yours if things aren't working: https://ibb.co/album/0hdwWY

tight acorn
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I hope than xiong fei is fully skilled up

pale dome
pale dome
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Oops

tight acorn
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Use him

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And get rid of that panda

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Use Lulu 2a

river breach
# pale dome It just feels so sketchy and I don’t know what to do, do I need to add resistanc...

I read the entire guide: jx says adding resistance is pointless unless you are going for 100%. Also the guide says you can use fire panda if its skilled up, but don’t skill up fire panda just to use him in case you get the wrong idea. Finally, the guide says fran is a usable leader skill but really not ideal so try to get it changed.

Also read the guide all the way through it is a lot but it helps.

jovial garnet
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uhh i just recently hit 100% sr5 after doing trial and error for a week and dis is what my team looks like u can copy it its mostly f2p units

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u can replace fire striker with verde

tight acorn
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he already has baleygr, he work good

left lichen
tight acorn
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put him in the teams with lots of buffers

granite crag
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there not much buff in his team for baley to work well susKip

tight acorn
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as long as all your r5 teams include monsters for each role and can survive, you're good to go

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that team on the left for example have 3 aoe buffers that provide 2 buffs each

granite crag
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Do u consider cooldown frfr

tight acorn
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it's not that you need baleygr to be full 5 stack to hit hard

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it's fine to have anywhere between 3-5

pale dome
pale dome
thick plank
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you can use /skills or /monster in the #bot-commands channel to look up monsters

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Or you can google it

pale dome
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I looked in the sw search bar and didn’t see I

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Unless i typod and didn’t see

spice gulchBOT
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1. Aim Body

Attacks an enemy to inflict damage that ignores all damage reduction effects.

Levels

Damage +5%
Damage +5%
Damage +5%
Damage +5%
Damage +10%

Multiplier

4.1*{ATK}

2. Aim Weak Spot

Attacks an enemy to disturb HP recovery for 2 turns. Leaves the Branding Effect for 2 turns if the target has higher MAX HP than that of yours. (Reusable in 3 turns)

Levels

Damage +10%
Damage +10%
Damage +10%
Cooltime Turn -1

Multiplier

5.5*{ATK}

3. Hawk's Eye (Passive)

Inflicts damage that ignores the target's Defense with a 20% chance with every attack. The chance increases by 15% for every harmful effect granted on the target, up to 50%. [Automatic Effect]