Picking Your Starter
After dropping in your name, you're prompted with three buttons that correspond to the game's three elements, each with two different starters. All of these units are things that you can roll out of the rare gachapon normally, so you shouldn't feel bad about any of the choices.
Fire Starters: Fire Element traditionally priorizies Offensive-oriented Skills
Little Witch Flamme: Fuses with herself and another card to execute "Blazing Line", a higher damage AOE.
Flame Lizard: Has the highest ATK of the starters, fuses with itself and some other Bite cards to execute "Dual Fang", a multi-hit Bite attack.
Water Starters: Water Element traditionally prioritizes Support-oriented Skills
Little Witch Merrow: Doesn't do much on her own, but fuses with copies of herself and a multitude of other cards to execute "Healing Rain", which heals everybody in the party for a large amount of HP. Often a safe pick as she is common among many low-level player teams.
Octopus: Bulky attacker with high HP, his skill gives him a decent Hit attack against a single enemy.
Wood Starters: Wood Element traditionally prioritizes Defense-oriented Skills
Little Witch Pillon: Also not very notable, but fuses with herself and another card to execute "Flower Circle", which is an acceptable AOE.
Gang Sheep: Sturdy attacker with high DEF. All sheep-esque monsters fuse together to execute "Counting Sheep", which disables enemies by putting them to sleep.
- If you want things to be easier on you for the first few weeks, pick one of the witches, because they offer greater support early on but will not ever be useful as subcards unless you get some really specific gachapon monsters.
- If you're fine with the idea of a time investment or think you can get lucky early, grab one of the monsters instead, as those will transition into sub cards much more easily/quickly when your deck is better off.
This is the shortest and quickest look at the first three screens you will encounter in the game. It's not everything, but it should be enough to familiarize you with what the relevant UI elements pertain to.
After mashing through the prompts that the Game Master spews at you, you'll end up looking at the Battle Screen. He won't let you touch all of the buttons, but they'll be broken down here first anyway as it's the first thing you see in the tutorial.
Tapping the Menu Button will let you either return to the Home Menu, check the Hand Tier List, or quickly reference the elemental rock-paper-scissors triangle.
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This is the party list. When it's your turn, the timer will appear over your nameplate. During this time, you will be able to press your nameplate to check the buff/debuff status of all allies and enemies in the round, play a card (see 3), use SP skills (see 4), and Bet (see 5).
When it's your turn, you automatically draw four cards from your set of thirteen. These four cards will never be the same four that you ended the last turn with. Additionally, the cardinal value of each card is fixed once you've started the dungeon (eg for the rest of the level, the 2, 3, 5, and 9 cards shown in the image will always have those cardinals). If you press and hold, you can see a dialogue box that will show which sub skills from your equipped sub cards are inherently active on the main card. To play a card, just drag it up to the nameplate area and it will be sent up into the hand. If you are holding a card when the timer runs out, that is the card that will be selected (otherwise the game will select a random card). In the lower left, your current accumulated Gold is totaled. In the lower right is the amount of cards in your binder and max amount you can have (this will turn red when you exceed your limit).
When you acquire SP Skills, this button is what you can use to activate them during your turn. SP is regenerated by completing hands during turns, the amount recovered varies based on the hand completed. SP will regenerate to full after running a Dungeon.
During your turn, you can bet Gold once per "wave" for an amount up to 10x of the initial wager (though this can be altered by certain SP/Monster skills). You cannot bet once there are more than 3 cards played into the hand. The payoff you receive is dependent on the hand you execute that turn.
Your Rank-EXP and remaining Stamina are shown here. Every time a monster is defeated in a wave, you immediately earn their Gold and Rank-EXP. Unlike other games in this genre (like P&D), your Stamina is subtracted by the quotient of the total STA cost to the number of waves in the level. This means that every wave of a normal dungeon level (eg. three waves) in a 15-STA cost tier will only subtract 5 Stamina upon the start of each wave. This allows you quit before the start of the following wave, you can exit with whatever spoils you had earned without expending additional Stamina. This would also allow you to join up with friends mid-level for a reduced Stamina cost!
This is the screen where you access everything else from. It's not as busy as it looks, but this section will have pictures of each element with translations where necessary.
On the left side is your current profile name, Rank, and Total/Max number of cards in your binder. In the center is the cumulative HP of every card in your deck (which serves as your health in dungeons), your Rank-EXP, and your current total Stamina (which recharges at a rate of 1 Stamina every 5 Minutes). On the right is your current Gold, your Dragon Stone count, and how full your SP meter is.
This is just a social leaderboard. Your deck power (shown at the bottom) is compared against all 30 of your friends and you're ranked based on it. Doesn't amount to a lot, but helps give you an idea of where you might want to be to start hitting the same content as your higher Rank friends. Pressing the green cycle button switches it to Colosseum friend rankings, which rates you based on the amount of Fame you have accumulated from winning Colosseum matches. The strip immediately below this is the news ticker, which will mean nothing to you if you can't read Japanese.
This series of buttons, in order, are for News, Promotions, Treasure Objectives, Gift Box, Pending Friend Requests, and the whale button for buying more Dragon Stones and binder space.
The Dungeon button takes you to the dungeon map, but on the home menu this button will show when a Guerilla Bonus is active for the hour. The next button is for [Special Dungeons], it will be green when one is active. The third button is for the Colosseum, it will be red when open.
Pressing 'Home' will call a manual refresh, good for updating the status of your friends in dungeons. 'Dungeon' will simply do the same thing the big button above does. See Card Management, Gachapon, Social, and Menu for what each of the following respective buttons are for.
This is the dungeon map, where you access levels and events.
This is the regular level select button, it is for publicly queueing up into dungeons with the rest of the userbase who are doing the same.
This is the "Queue with Friends" button. If you see an exclamation point on it or on your mini dungeon button, it means you have friends currently in dungeons that you can join.
This button takes you to the currently active Special Dungeons.
This shows whether you are seeking to join/create a Public (red) or Friends (purple) game lobby.
These are the available levels within a tier. Shown is the primary element for that level (the color of the banner), whether you have successfully cleared it, the total stamina cost, and the number of waves.
- These are Boost Buttons, each one costs a Stone to use and is typically ill-advised (unless it's advantageous for you to do so).
- SP Boost: The first button activates SP Boost for your whole Party for the following 30 minutes.
- EXP Boost: The second button activates a self-only 2x EXP multiplier for 30 minutes.
- SDP Boost: The third button will double the amount of Special Dungeon Points you receive at the end of a Special Dungeon run (used to roll the relevant feeder material gacha) for 30 minutes.
- With recent updates, you can obtain Boost Tickets which will take Priority over using Stones to activate said Boosts.
The top button takes you to your Treasure Objectives. The bottom button is for editing your custom Nico Spam.
Extended Play Guide
This page has the very basic overview, but there's still a fair amount more for you to read before you are really "done" with the whole game overview.
- Hand Tier List
- SP Skills
- Card Management
- About Enhance Skills
- Treasure Objectives & Special Missions
- Duel Match
- Account Recovery
This is a very rough Progression guideline, but should give you an idea of what to aim for.
- Build up your Deck: Your Starter Deck will only get you so far, so you'll want to power up your Deck with stronger cards ASAP. There's a few choice ways of going about this quickly.
- SS Gacha Tickets: After logging in for a few days straight, you should have some SS Gacha Tickets. These can roll ANY card in the Rare Gacha. You'll want to use them to get some SS cards immediately, though watch your Total Deck Cost.
- Roll the Gacha: Once you've gotten some Dragon Stones, you can roll the Rare Gacha. Depending on the day, there should be two present; either the MAX Gacha or Special Selection (the Gacha Icon will be Gold). Focus on trying to get some SS Cards early on and then build your Deck from there. You may want to do an 11-Roll to increase your chances.
- Get Event Cards: While they're not the strongest, Event Cards can power up your Deck quickly early on. You can nab these from Special Dungeons (more on this in a bit). It's best to try and nab these quickly, as most Events are only around for two weeks at a time, and may not come back for a long time.
- Training: Sending your Cards out for Training gives lots of valuable rewards; especially early on. While it'll cost 10 Dragon Stones each to unlock the other two slots, it's more than worth it for what you'll get in return.
- Super EXP Dungeon
- This is located under the Special Dungeons Tab. This unique Dungeon allows you to gain MASSIVE Rank-EXP when you defeat enemies in there. (And they barely hit for anything, so there's no risk of dying.) If you're just starting out, a full clear of this Dungeon should increase your Rank-Lv to 150 (or close to it). This is important since it gives you a lot of immediate upfront Total Deck Cost and extra Deck Capacity for Cards, as well as unlocking most if not all of your Sub Card Slots. After you've hit Lv150, you can continue to run the Dungeon to earn a Level Up for every run up until you hit Lv200. After that, the Rank-EXP you get drops off a lot, but it's still very efficient to run given the low STP Cost. HOWEVER, keep in mind the Max STP Overflow Cap is 3000. Go do some other Dungeons to burn off the extra STP before leveling again to not waste excess STP.
- Normal Dungeons
- The next step is progressing through Normal Dungeons; the reason is several-fold. You need to clear certain Tiers of NMs to open up higher-difficulty Special Dungeons. There are also useful Treasures to acquire so you can obtain useful stuff like SP Skills, Deck Cost, and Stones. Also, for every * Tier you clear, you get 10 Deck Cost. NMs also have good EXP to STP ratios, so there's that. Try to make clearing NMs a priority if you can, since they block progression to other Special Dungeons until you clear certain * Tiers.
- Special Dungeons
- Event Dungeons rotate out typically every two weeks. The way events are structured nowadays, it's usually not too difficult to nab Event Cards. That said, it's worth doing these to get Fodder and drops to power up your cards. Also be sure to get the Treasure drops so you can get Dragon Medals and Black Medals!
- Ring Dungeons are in this tab also; you need Rings to evolve your cards. However, they tend to be very STP-intensive. Make Friends and invade them while doing Ring Dungeons to save on STP. The Element for Rings changes everyday (Red > Blue > Green), but all the Elements will be available on Saturday or Sunday depending on your time zone.
- Club Bad Girls: Run this on the weekends if you need to power up your cards. (If the Event Dungeon has more useful fodder, run that instead.)
- Challenge Dungeons: Drops Orbs/Awakening Mats; you won't be touching this for a while until you have cards that can be Awakened and are strong enough to run it without dying consistently. It also eats up 1/6 of your Max STP per run, so it gets more STP-intensive the higher level you get.
- Special Campaigns
- These pop up rather infrequently, but campaigns will pop up from time to time that give out free cards or Gacha Tickets. More importantly, they also dole out Dragon Stones every day that they're active, so as long as you're playing, you're generally getting Stones. Special Gachas may also pop up from time to time featuring increased chances of getting SS Cards.
- Colosseum - 5v5 PvP madness. A necessary evil for progression as it gives out Dragon Medals and EXP (that scales based on level; this is important way later on). You're probably going to lose...a lot. But as long as you can manage to eek out a win, that's all that matters. Advancing to the higher ranks will net you more Dragon Medals per win, until you get to Joker league and get roflstomped by whale teams. It happens. When Colosseum is active, you get 4 free tickets per day then it eats up 1/4 of your Max STP per run. Try to get at least two wins per day if possible. (The Dragon Medal reward for winning drops off after two wins.)
- Duel Match - 1v1 Card Duels! This doesn't unlock until you're about Lv30 or so. Like Colosseum, it's a necessary evil but the rewards are worth the trouble. Every Duel win or lose will net you a Duel Medal which you can then use to buy VERY useful DRA cards like Senjuu and Odin. You also get EXP for your Cards, Dragon Medals, and Stones for playing too.
- Advanced Tactics
- New Users get an EXP Bonus for leveling their Cards as well as 2x EXP from Training up to Rank Lv50; take advantage of this early on to power up your cards.
- Get Friends! Important so that you can invade/they can invade Dungeons. You also get Stones for this early on.
- Skill-Up your Cards! Very important though slightly difficult early on. You can use the Material Gacha to get Faires and other mat cards to help out in the early game. Also run CBG when it's active.
- Level Up! Getting Rank-EXP early on is very useful; every time you level up, your STP refreshes and you gain 3 Deck Cost. Every 5 levels also gets you an extra 5 Capacity for your Deck. Additionally, you can refresh your STP for free once every day (after that it WILL cost 1 Dragon Stone to do so).
- Stamina Overflow: Whenever you Level up in Rank, any extra STP you have at the time will overflow netting you extra STP to play with! The Max STP Overflow Cap is set at 3000, so don't go above that!
- Spend some Dragon Stones upgrading your Deck Capacity. In the early game, this likely won't be too much of an issue, but once you start amassing a LOT of cards, you'll need to upgrade eventually. 1 Stone = 5 Capacity (Same for the Warehouse.)
- Keep an eye on the Dorapo Twitter account for Boost Times and other info. Normal SP Boost times are 800 and 1200 JST time. But there will be additional Boosts that will get mentioned on Twitter or sometimes in-game. Guerilla and EXP Boosts are definitely ones to watch out for! Also to note, EXP Boost Tickets will stack with a Guerrilla EXP Boost, giving you a 4x Boost to EXP earned!
- Gotta get those Subs! Until you reach Lv150, you won't be able to fully utilize your Sub Cards. Even then, it'll be difficult to field the best ones due to Deck Cost. Watch for useful R & S Subs that will power up your cards. (Basically, the idea is to eventually transition from using R to S to SS Subs; the 25% S Subs are good placeholders though.)
- Spend your Stones wisely. Basically don't throw away your entire stock of Stones on one card or iffy Gachas. Also keep an eye on certain MAX Gachas; while they're often pretty iffy most of the time (mostly due to a HUGE pool of cards), rarely some will pop up with specific Types or Skills that have very shallow pools.
- Medal Shop: Once you've gotten a good amount of Dragon Medals and Black Medals, it's shopping time! Check the Page for a list of Recommended Purchases.
- Evolve everything! You get Dragon Stones from the Card Album for the first time you evolve a Card featured in the Album. This means you can get Stones from evolving not only SS Cards but even the N and R cards you'll find early on. This is a good way to get a lot of Dragon Stones over the course of the game.
- Evolving Cards to GOD and DRA: For evolving cards to GOD or DRA, you'll need a specific GOD or DRA Ring. These can only be obtained through the Medal Shop (or obtained rarely through Training). Don't be afraid to spend Dragon Medals on these if you need them.
There's no real advice to deck building because it differs from what you have and what you aim to accomplish. Some go full Attacker mode and roll for Attack Cards from the Gacha, while some go for Full Support mode with Healers and Enhancers, and some also opt for a balanced approach. It depends on what you aim to achieve and what you aim to roll from Gachas.
Deck power is a rough indication of how strong you are, which is a combined score of your Total Attack, HP, and Defense which are all derived from your Main Cards + Sub Cards. The most important factor here is HP where it is a important threshold to keep an eye out for when attempting Event Dungeons where preemptive attacks hit for range of 20k to 50k. A rough indication of deck power needed to beat Event Dungeons are 70-75k for 16*, 85-95k for 20*, 105k for 24*, 115k for 28*, 120+k for 32*.
With SS rates of 7% from rolling the Gacha, it takes an average of 14 rolls for 1 SS, any less is just getting lucky. There are many resources out there to help make reasonable Gacha decisions. It is usually a very bad idea to dive headfirst into a Gacha without knowing what the selection is and what you actually need. For this reason, I try to dissuade a 40 stone 11-roll for newbies because more often than not, you're getting something that you do not crucially need.
For newbies, keep a lookout for good Attackers, they are usually 34/35+ Costs. (Universal Attackers such as Ran, Latio, and Himiko are super handy early on.) For intermediates, keep a lookout for Healers and Enhancers; these will go a long way and will see constant use in your Decks. For advanced, keep a lookout for more specific Support Cards such as Shield Breakers, Buff/Debuff Reversal & Wiping, and powerful Buff Cards (Hades, Liar (Bunny), Scorching Gamblers, Xiao (Little).)
Capture chance is not affected by deck strength. The only known method of boosting your capture chance is by using Charm. Different cards have different levels of charm which boost the charm rate anywhere from 1.5x to 4x chance of cardify. The approximate odds of capturing a SS card is typically 0.10% (varies by Dungeon), so it is a tedious process, if not, luck involved as well. High level players use a flush green method to stall on SS bosses for anywhere between 1hour to 6 hours to brute force cap a SS boss. Flush green cards include, Carbuncle subbed on A, Dryad, Kumaffy, Demeter, Ame no Uzume, etc. Players tend to also include N cards to deal minimal damage to bosses. Flush capping is usually not a method recommended to players who are unable to tank hits from SS bosses for long periods of time.
A video displaying the flush green method: https://www.youtube.com/watch?v=FXa10IPIiRo