Overview
Ivis Reine is love, Ivis reine is life, Airs are the cause of all my strife.Ok, jokes aside, I’m making this to help new players tune and select cartridges while they don’t know how to build, or give out some basic info. I got bad memory and I’m out of date so if you know what your doing don’t expect to learn anything (Criticisms are appreciated) PS. I only play Moe bots, and they might not be tier 1 right now… sooooooo :D?(ノ´▽`)ノ{+++THANK YOU+++}ヽ(´▽`ヽ) to 蛍Firefly for the help. Can’t add people other than friends as contributors rip.
Intro
First things first, I’m not going into details on how to tune and I only play moe bots, so this guide is a bit biased.
This is just a rough guide that was done in an hour to provide new players with SOME direction.
Cartridge
Now most of you have seen charts for movement, but don’t really understand it yet, so I’ll break down cartridges first as it’ll provide some help with the charts.
- Capacity
Capacity cartridges are a must, these help you have more capacity to upgrade and provide some hp. The only time you don’t want them is a suicidal weak bot that suppose to go suicide bomb into the enemy while not losing your team too many points. - Enhance Internal Weapon
The BD’s weapon is the one that gets enhanced. This means if your robot relies on BD weapon, you can’t tune it, but instead you can enhance internal weapon to enhance it.
You decide depending on whether you want the BD to be stronger or not as some robots rely on it, while others don’t. - Guards
These are not your highest priority cartridges, but they can be useful. If you have the extra capacity and catridge slow, reduce 50% on explosive damage is probably more useful than 15 hp… PROBABLY!!!!As an add on by 蛍Firefly, Blasts are half explosive and half shell, so you actually only reduce 25% damage… Who knew ~.~
But yeah, they’re extras that you only get if you feel like your bot will get hit by that type of weapon AND you have the extra slot and capacity.
- Actions
When I say actions I mean Sway, Short Boost, Boost Run, Accele Roll, Air Loop, Float Dash, Assault step… etc.THESE ARE YOUR HIGHEST PRIORITY
These cartridges are what gives your robot the mobility to get out or get in.
For new players, it might be tough to understand, so I’ll provide some general choices. (I’m old and stupid sorry if I’m wrong)
Run and Gun – Sway/Boost Run/Sway + Boost Run/Nothing
These robots run around and shoot, using their fast mobility to survive.Hopper – Short Boost + Quick Land
You hop around with left left or right right to avoid bullets.Melee – Boost Run/Boost Run + Assault Step+Quick Land/Float Dash
You kind of need the Boost Run/Float Dash to get in (Air types not so much), Assault Step can help you reach the target and get out, but it’s optional.Fly and Gun – Nothing/ Accel roll…
Honestly, Air doesn’t really need any carts beside Quick Jump. Sure you can get Accel roll or any air based action cartridge for dodging, but there are so many good BS or BD that gives you a dodge ability or if your skilled enough, you don’t really need a cart for dodging in my opinion.You also don’t really need Quick Boost because there’s a lot of units with Boost recovery on BS, BD, LG. There’s usually enough charges in them to last you the whole game flying nonstop, so you don’t really have to worry about boost. One example is Fairy BS I believe.
- Supportive
Quick Land, Quick Jump, Moving Burst and Stun Regain are High priority, while Tough Runner, Fast Recovery, the radar stuff are optional, because lets face it, you barely check the radar…..Broad Radar and Stealth System is actually good, but that’s only for the more experienced players. Land and Air knowing where to flank and Support and Arts avoiding a Flank before the flankers reach them.
Quick Land is for any landing animation based action cartridges.
Quick Jump is for airs to quickly reach max altitude
Stun Regain helps Melees who get stunned survive, as with high TGH, the consecutive damage gets reduced and you’re healing while your stunned, helping you survive longer.
Moving Burst is for moving and bursting >.>
As a add on by 蛍Firefly, this cartridge is more useful for airs than arts, as arts will burst for longer duration, as Moving Burst adds the cooldown’s together, this is less helpful for arts while airs can benefit more from Moving Burst to burst between dodges.
Bits
Now there are 3 types of builds bit wise.
- Useless Bit
This type of robots, go full tec or full str and reduce the other to 0.This is because with 0 or negative in 1 of the stats, you save on a lot of capacity during tuning, when you decide to go this path, you robot doesn’t need to use their bits at all, except for dodging stuns as your untargetable during bit deployment and cancellation.
- Usable Bit
This type don’t want the bit to instantly die, but it’s still quite helpful as such you plan leaving 1 tec or str remaining, so the bit is usable. - Useful Bit
This type is mostly supports who rely mostly on their bit as I’m pretty sure Tec and Str doesn’t improve healing. You want to balance out str and tec, so the bit is at it’s maximum efficiency.
Tuning
You do you for weapons, but normally, force is not tuned, speed, slow and range is usually more preferred, but up to you.
- Maximize Movement
蛍Firefly has provided us with the new charts :V ROUND OF APPLAUSE!!! I’ll still leave the old one below as reference, you can still go there to find some good stuff like skins/builds. But be careful, there might’ve been changes so you can use it as a reference, but don’t blindly follow it.
[link] [link]So 蛍Firefly has provided info that 0 wlk doesn’t drastically increase air’s landing time any more, but instead air’s descent time as such 0 wlk is safe? This Not too sure about this, and we also don’t have much info on if 0 fly drastically reduce boost gauge anymore, so not sure right now. I’ll still go 1 fly/wlk just to be safe until confirmed ~.~
(Recommend High upgrades Alpha if you can’t afford to lose Str/Tec or Gammas/Betas if you can)
Arts, might focus more on Tec upgrades instead of movement, while you do need movement to get out, your more likely to stand still with left and right trigger pressed.
(I recommend going Fly for most arts, so you can stand in high platforms and avoid melee bots, also fly away, since you can’t outrun a land bot, but you can fly) - Maximize Damage
Now maximize your Tec/Str based on your botThis is also where you do weapon tunes. However some bots have weapon that is VERY tune dependent, so it might be as important as mobility, but you can usually assume you do weapon tunes at this stage.
- Cartridge
This is when you can go back and check whether you have enough capacity and feel the need for a cartridge.In my opinion Blast Guard’s 50% reduction in explosive damage might be more useful than 15-30 health for a melee? However, Beam Guard might not help the support as much as health as they should be in the back and won’t be in pressure of being killed by airs? This is very subjective, so play around until you feel comfortable.
- TGH and Health
Just reach a TGH breakpoint and then focus on health.
Minor Tips
In the Shop’s Star Coins, there’s props at the bottom that cost 10 with +1 stat and 3 tuning slots. Normally we get em from events, but its CBT, so I just get em from Star Coin Shop ~.~
You can find em around other coin shops, they’re the cheapest 3 slots around for handheld items.
Angel Coin Shop only has Str and Wlk