It's also be ideal to make sure your fighters are well-acquainted with the horse so that it can assist them just as much as it assists you. Make sure your quartet is all level 50 with Legendary clothing so they can be as potent as possible.īe smart with the Safe Spot. It's always a good idea to keep when you're going to use it in the back of your mind, so do that. I'd also recommend doing your best to save sprinkles for the later floors, especially the life sprinkle. Speaking of the Safe Spot, once the cleric takes their turn, put them in there. ![]() Since monsters can't touch them in the Safe Spot, the cleric can focus more on healing allies rather than themselves after the monsters attack. And while I'm thinking about it, you should probably memorize when allies and enemies will take their turns so that you can be prepared to put the cleric in the Safe Spot. ![]() If you feel it's necessary, you're more than welcome to bring a Traveler's Hub Mii to the tower for a bit of extra firepower. A cleric or elf would be especially handy.Īnd now for Phase 3. This is where things really start to get hectic. Once the Boss Snurp reaches 34% of its HP, he decides its time to stop holding back. Not only does he start acting three times a turn instead of two like it's been the whole fight, and not only does he continue to bring Juvenile Snurps to the party, but now he uses an ability that gives each of your party members a random status effect. He can lure a Mii into a nightmare, incapacitating and damaging them and costing them their turn. He can age a Mii up, turning them old and causing their attack power and defense to be halved.
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