Free to Play Tips: Valuable Unit Skills (Setting Break Points)


As you level through the game, you will accumulate gold levels and with gold levels, you will unlock unit skills that provide small boosts to gameplay. The effect of these bonuses can be improved with medals but unless you can afford it, you will not be maxing every unit out (maxes at 2,000). You will, for the most part, want to limit medals to break points/levels – these are unit skills at specific points on the skill tree that return the highest benefit. So which unit skills should you be looking to capitalise on? Here’s a quick list of the must-caps, the worth looking into, and the ones to steer clear of.


NOTE: Gold level skills (Unit Skills) are not Battle Skills or Special Skills.

Essential:

1) Movement Speed 


This sits easily at the top of the list because the game is about speed. The aim should always attempting to clear stages quicker. For that reason alone, Movement Speed should be considered before all other skills. This is the reason why the break level for Priest (for early to mid-game players) is at 300. 


2) Attack Range/Distance 


If you can engage the enemy before it can engage you, you can draw first blood (or first kill). In some instances, coupled with good Movement Speed, a high Attack Range/Distance will allow you to snipe the crystal with few or no enemies spawning – and this, will drastically decrease the time required for each run. Note: the ability to crystal snipe is also contingent on the unit used, not all the units can do this even with good move speed or attack range/distance. 

Worth considering:

1) Attack Speed 

The quicker you can get your attacks out, the more times you can trigger your unit’s special abilities (aka Skill Attack) and this will allow you to clear the fodder between stages a lot quicker, this is exceptionally useful if the skill in question is an area-of-effect (AOE) damage or crowd-control (CC).  


2) Crit Strike Damage and Attack Power (AP)


Helpful (in the early game), but not the most important of skills in this category. A high Crit Strike Damage or Attack Power can take down a boss quicker but the bonuses here are paltry as compared to the ones received from artifacts. This is because damage supplementing perks from artifacts can be scaled upwards with transcends and or “hard-levelling” (increasing the cap with honor points). As you progress later into the game, the bonuses here mean very little. 


The boosts afforded by artifacts are just vastly superior 



3) A Chance to Avoid


This is a good perk to cap on your cores simply because it helps them stay ahead of the pack longer. Dodging attacks may help your core units get another attack off or avoid any nasty push-backs or crowd control effects that the enemy may be tossing at it. Some units have this perk while others don’t, but don’t go making this a must-have quality in cores. 

Avoid: 

HP Increase and Defense Power


These are not worth having as your break point simply because “fatter” units (or “tankier units”) can leave you getting stuck on levels – this is true for teams with high physical attack against waves of physical attack-immune units and vice versa. Also, if you have trouble taking out an enemy crystal, it’s likely time to push the revive. A tanky set up can encourage a “one more stage” mentality which will hurt your run times (and result in a poorer SR rating). 

Conditional:

Quest Gold Increase


This is a good one to have if your economy is suffering. That said, if your economy really is suffering, you really should be turning to artifacts or pets as the multipliers here (from gold levels) have nothing on those. If you’re running a limit break on your units, you may want to disregard the quest gold increase as medals should be better spent on your cores.

Found this article helpful? What are your opinions on unit skills? Leave us your thoughts in the comments section below! 

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