Call from the Starscape
More actions

August 01, 2024 - August 29, 2024
Event Allies:
✦ Celestial Splendor Edmond
✦ Starry Daydream Blade
Wishing - 01 "Message for the Starscape"
Enemies
Yearning Stars Blade (12,832 HP)
Damaged Brahe's Record (59,881 HP)
Team Recommendations
- A unit of every element (fire, water, wood, light, and dark) is required
- Bring units that can deal direct damage (no healers, MB Kuya, or buffers that do not hit)
Stage Tips
At the start of the battle, Blade confirms the metal plates. Their colors correspond to the five elements. It's impossible to restore the record without bringing every element.
After certain turns, Blade will guide essence into a metal plate of the corresponding color to lift the magic circle.
Pay attention: losing a metal plate or Blade's help makes it impossible to restore the record
- This is essentially a follow the directions level. Pay attention to what element needs to be used! You will guard all units except the correct element to deal more damage, then attack with the correct element.
- If no element is listed, just attack normally.
- Only hit Brahe; ignore Blade! If Blade dies, you may fail.
- On turn 2: Guard with all but the fire ally. Attack with the fire one!
- On turn 6: Guard with all but the water ally. Attack with the water one!
- On turn 9: Guard with all but the wood ally. Attack with the wood one!
- On turn 13: Guard with all but the light ally. Attack with the light one!
- On turn 15: Guard with all but the dark ally. Attack with the dark one!
- You will win once Brahe reaches 1%.
Wishing - 02 "First meeting! Let's Play a Game!"
Enemies
Excited Starscape Urchin (72,749 HP)
Hopeful Starscape Urchin (72,749 HP)
Starscape Explorer Edmond (27,595 HP)
Team Recommendations
- Please bring a healer...
- A guardian in slot 3 if you can't tank the attacks, but it is not required.
Stage Tips
The urchins want to play a number game with everyone!
At the start of battle, Edmond gives everyone to avoid increasing the number of neighboring ally.
After certain turns, the urchins want to leap into the starscape to play with everyone. Defend yourself and prevent unavoidable damage from weightlessness.
- Ignore Edmond and focus on the urchins.
- Guarding each unit will prevent the unit to their right from having any Ultimate cooldown changes. Use this to your advantage for your strikers.
- End of turn 4: All three enemies will attack your units with an Ultimate.
- The Urchins will each attack the unit with the lowest HP at the time, and Edmond will hit the largest HP.
- On turn 5: Taunt with your guardian this turn. If you don't have a guardian, you should guard everyone instead.
- End of turn 5: If you didn't guard the unit to their left, some of your units may be hit with a skill that damages them and increases their Ultimate cooldown by 3 turns. Your guardian will be hit by this if you taunted.
- On turn 7: Either use your Ultimate skills here or guard if it is not possible to lower the next bit of enemy damage.
- End of turn 7: The fire Urchin will hit slots 1 and 2 with an Ultimate, and the light one will hit slots 4 and 5. Edmond will use an even stronger Ultimate on slot 3. They will also attack normally once more after their ultimates, so be sure you are healed on this turn!
- This all begins to loop at the end of turn 9, 13, etc.
- They will leave when both Urchins are brought to 1%.
Wishing - 03 "Nightmare Shooting Stars"
Enemies
Purple Shooting Stars (237,857 HP)
Team Recommendations
- Healer and the usual
- A guardian (or two) in slots 2 and/or 4
- Units that lower the enemy's attack may be helpful as well
Stage Tips
The impact of the shooting stars causes massive explosions. The damage of the flames increases gradually. Be careful!
Members on the sides and in the middle are easily struck. Those responsible for protection must avoid these positions to make it through.
After certain turns, the shooting stars will gather power. Disperse the heat or protect all members to prevent unavoidable damage.
- Every 2 turns slots 1/3/5 will receive 7% less healing, so it is advised to finish quickly.
- Ultimates will reduce the enemy's attack by 2.2%. You can use these frequently as long as you have them available every 6 turns.
- If anyone dies you will fail the level.
- At the beginning: Your team will be hit for 75% damage.
- End of turn 3: A small ultimate will be used on a single unit.
- End of turn 4: Your slots 1/3/5 will take 60% more damage and lose half of their guard effectiveness for the following 2 turns. Any previous taunts will also be cleared.
- On turn 5: Taunt with your guardian here, and use any damage debuff skills you can.
- End of turn 5: Slots 1/3/5 will be hit with a strong attack that will most likely kill them. Your guardian should survive if it is in slot 2/4 because they don't have the debuff.
- On turn 8: Use at least 3 Ultimates to make the enemy deal 20% less Ultimate damage each.
- End of turn 8: Slots 2/4 will be hit with an Ultimate. Your healer will also do 35% less healing and 25% less turn-by-turn healing for 3 turns.
- This all begins to loop at the end of turn 10, 16, etc.