Wednesday - Juggernaut

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Wednesday - Juggernaut

Post by Naptyme on Thu Jun 23, 2016 6:40 am


Assembly Bonus:
Paper Party Assembly Bonus 1: Restores 50 MP for all allies at the beginning of each turn
Activated upon entering if your party has at least 3 Paper characters

Paper Party Assembly Bonus 2: Increases Attack by 5% for all allies
Activated upon entering if your party has at least 5 Paper characters

Defense Character Party Assembly Bonus: Increases Movement by 1 for all allies
Activated upon entering if your party has at least 2 Defense characters

Support Character Party Assembly Bonus: 5% bonus on Clearance score
Activated upon entering if your party has at least 2 Support characters

Nox Party Assembly Bonus: All allies get bonuses from Lava Terrain tiles
Activated upon entering if your party includes the Hero Nox

Juggernaut Base Skills:
Skill 1 (Soul Smasher): Swings a hammer, attacking enemies within its range at 99% Attack and pushing them 2 tiles backward.
Passive (Soul Gear Resurrection): The Soul Gear releases energy as it evolves, attacking all enemies within its range at 105% Attack and pushing them 2 tiles backward.

Juggernaut lvl (1/2/3) Skills:
Skill 1 (Soul Smasher): Swings its giant fist, attacking enemies within it's range at (113.6/126.5/143.7)% Attack and pushing them (3/4/5) tiles away.

Skill 2 (Battle Stump): Swoops down on enemies within its range, attack them at (150.4/167.5/190.3)% Attack with a (55/70/90)% chance of Stunning or Confusing them for (1/2/3) turns.

Skill 3 (Armageddon): Hammers the ground, sending forth a shock wave that attacks enemies in its path at (260.2/278.5/302.9)% Attack and pushes them 3 tiles away. If Juggernaut hits enemies that are 3 tiles away, then it achieves (12/20/29)% higher Final Skill Power and Stun the enemies for (1/2/3) turns.

Passive (Soul Destroyer): If Juggernaut has fewer than 2 enemies within a 1 tile range, then its Attack increases by (7/12.5/23)% and ignores (700/1250/2800) Defense, When Juggernaut dies, it attacks enemies within its range at (125.6/140/159.2)% Attack, causes additional damage that equals (10/15/20)% Max HP, and pushes them (3/4/5) tiles away.
Additional Passive effect lvl (3/4/5): Juggernaut in its final form develops a resistance that creates a (39/42/45)% chance of ignoring Abnormal Status effects

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Re: Wednesday - Juggernaut

Post by Naptyme on Thu Jun 23, 2016 6:40 am

Nox is pretty much required for this one, if you do not have you may want to start building him up.

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Re: Wednesday - Juggernaut

Post by Akinokaze on Tue Jun 28, 2016 9:44 am

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Re: Wednesday - Juggernaut

Post by Zuzu on Tue Jul 05, 2016 7:22 pm

This is the knockback boss? I believe chatter in-game suggested stacking 4 heroes behind boss ... if Muz is first his passive will heal him. Surprised someone else can expand maybe xD?

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Re: Wednesday - Juggernaut

Post by Cyclonus on Wed Jul 13, 2016 6:03 pm

SET STRATEGY

Heroes used
1. Lilid - Must be ungeared (Well, no weapons & necklace/ring that is)
2. Lily
3. Your Lee
4. Any paper/Nox
5. High damage Paper/Nox
6. Mercenary Lee



General Strategy
So this works by having Lilid pull the boss into range of Lily, and Lily knocking the boss back onto the tile in the first round. This allows the other heroes to attack without changing their position at all. Thus, letting the hero at number 6 (Lee) hit from 5 range (longer than the boss's range) endlessly, as he will only alternate between 3 and 2 provided he is given the mana regeneration bonus.

Note
Lily needs his 3rd maxed to guarantee the knockback, as I so painfully found out in one of my runs Very Happy
Also, Lee needs a tiny bit of mana regeneration otherwise at around round 40 he will run out of mana and move into the boss' range to use his 1. At least 4/turn is necessary I THINK.
Nox has to be either 4 or 5
The Lee with the best build should go on the Lava tile, as it increases %damage.




Potential Strategy

Heroes used
1. Lilid - Must be ungeared (Well, no weapons & necklace/ring that is)
2. Lily
3. Your Lee
4. Nox - Counter build (Not Gold Tiger), stun immune is necessary
5. Mas - To heal the Nox, stun immune may be necessary as he may run into range of the boss' 3rd.
6. Mercenary Lee



General Strategy
So this works by having Lilid pull the boss into range of Lily, and Lily knocking the boss back onto the tile in the first round. This allows the other heroes to attack without changing their position at all. Thus, letting the hero at number 6 (Lee) hit from 5 range (longer than the boss's range) endlessly, as he will only alternate between 3 and 2 provided he is given the mana regeneration bonus.

Note
Lily needs his 3rd maxed to guarantee the knockback, as I so painfully found out in one of my runs Very Happy
Also, Lee needs a tiny bit of mana regeneration otherwise at around round 40 he will run out of mana and move into the boss' range to use his 1. At least 4/turn is necessary I THINK.
Nox has to have stun immunity and a counter build in this strategy.
The Lee with the best build should go on the Lava tile, as it increases %damage.


Last edited by Cyclonus on Wed Aug 03, 2016 9:52 am; edited 16 times in total

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Re: Wednesday - Juggernaut

Post by Akinokaze on Wed Jul 20, 2016 5:04 pm

Cleared to tidy up thread


Last edited by Akinokaze on Tue Jul 26, 2016 8:21 pm; edited 1 time in total
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Re: Wednesday - Juggernaut

Post by Cyclonus on Wed Jul 20, 2016 5:22 pm



The black dots indicate the range of 3
The blue dots indicate the range of 6

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Re: Wednesday - Juggernaut

Post by Akinokaze on Wed Jul 20, 2016 5:37 pm




Got bored, this may help with planning since character skills display their range at this angle.
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Re: Wednesday - Juggernaut

Post by AppleNanase on Mon Aug 22, 2016 4:59 pm

The Mas strategy :

1 - Lillid
2 - Lilly
3- Nox
4- Mas
5- Lee
6- Lee merc

Lillid/Lilly at the same position, Nox on the tile, Mas at the top of the boss position (at 5 range from the boss, in line), both lee at the position specified in cyclonus's post above.

Nox/Lillid must be ungeared, it would be prefereable if they're 5*.


+ more lord jauge then more guild schelling + Mas dps

- if your Lillid/Nox survive at boss shot then Mas moove and get killed + boss don't give strategy direction on one of your Lee, so less point at the end


Last edited by AppleNanase on Wed Aug 24, 2016 5:31 pm; edited 3 times in total
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Re: Wednesday - Juggernaut

Post by GenAric on Mon Aug 22, 2016 5:07 pm



This is what I use on Wednesday for the overkill bonus from Lee. If you have a stronger-geared Nox then make sure that Nox is team position 3 on the tile and Lee is team position 5 where is he listed here.

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Re: Wednesday - Juggernaut

Post by Akinokaze on Wed Aug 24, 2016 4:52 pm

GenAric wrote:

This is what I use on Wednesday for the overkill bonus from Lee. If you have a stronger-geared Nox then make sure that Nox is team position 3 on the tile and Lee is team position 5 where is he listed here.
Note: Only way I got it to work was to remove my lord masteries for health and defence, remove all armour and broaches from lilid -and- redo his potentials so he had no defence ones. [That that did then give me 30 to use to max the scissors and paper masteries ^_^]

That's the only way I was able to get the boss to 1-shot him when it's at level 2 [3rd form]
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