Difference between revisions of "Magnetite"
(→Boss Rush Teams: effect stacking; income estimate) |
(→Boss Rush Teams: speed + hasty option) |
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|+'''Sushi's Boss Rush Team''' | |+'''Sushi's Boss Rush Team''' | ||
| valign="top" |{{DemonBuild:Thin|demon=Zaou-Gongen|archetype=Red|skill1=Epitome of Carnage|skill2=Savage Glee|brands=Leadx2|statreq=Panel 3<br>13AG Mitama}} | | valign="top" |{{DemonBuild:Thin|demon=Zaou-Gongen|archetype=Red|skill1=Epitome of Carnage|skill2=Savage Glee|brands=Leadx2|statreq=Panel 3<br>13AG Mitama}} | ||
− | | valign="top" |{{DemonBuild:Thin|demon=Kartikeya|archetype=Clear|skill1=Offensive Cry|skill2= - |brands=Speedx2|statreq=as much Speed% as possible}} | + | | valign="top" |{{DemonBuild:Thin|demon=Kartikeya|archetype=Clear|skill1=Offensive Cry|skill2= - |brands=Speedx2, or Speed + Hasty|statreq=as much Speed% as possible}} |
| valign="top" |{{DemonBuild:Thin|demon=Yoshitsune|archetype=Purple|skill1=Auto-Sukuka|skill2=Epitome of Carnage|brands=War|statreq=1.9k PAtk<br>Panel 2}} | | valign="top" |{{DemonBuild:Thin|demon=Yoshitsune|archetype=Purple|skill1=Auto-Sukuka|skill2=Epitome of Carnage|brands=War|statreq=1.9k PAtk<br>Panel 2}} | ||
| valign="top" |{{DemonBuild:Thin|demon=Mara|archetype=Purple|skill1=Phys Amp|skill2=Phys Boost|brands=War|statreq=1.9k PAtk<br>Panel 3}} | | valign="top" |{{DemonBuild:Thin|demon=Mara|archetype=Purple|skill1=Phys Amp|skill2=Phys Boost|brands=War|statreq=1.9k PAtk<br>Panel 3}} | ||
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* BS must hit 27600 for floor 47. | * BS must hit 27600 for floor 47. | ||
* Requires mostly manual play. | * Requires mostly manual play. | ||
− | ** Note: With strong brands, Auto-Rebellion on Zaou-Gongen, and p4 on Zaou-Gongen & Mara, this team can auto every boss except 39 and 49. | + | ** Note: With strong brands, [[Auto-Rebellion]] on Zaou-Gongen, and p4 on Zaou-Gongen & Mara, this team can auto every boss in the planned sequence, except 39 and 49. |
* Berserk levels are maxed. | * Berserk levels are maxed. | ||
* Mara's [[Hell Thrust]] must be maxed, or else he won't have enough MP to cast it post-charge. | * Mara's [[Hell Thrust]] must be maxed, or else he won't have enough MP to cast it post-charge. | ||
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* [https://www.youtube.com/watch?v=1eDTUxjee1Y BuffMaister's Boss Rush video] | * [https://www.youtube.com/watch?v=1eDTUxjee1Y BuffMaister's Boss Rush video] | ||
− | + | [[File:Icon Mag.png|32px|link=]] Mag income: | |
* The income per fight is about 1,500 mag without boosts. Across 9 fights, that totals to about 13,500 mag. | * The income per fight is about 1,500 mag without boosts. Across 9 fights, that totals to about 13,500 mag. | ||
* With Boost Mode active, but no Full Moon (total multiplier 2x), income becomes about '''27,000 mag'''. This is the amount you should expect from hourly runs. | * With Boost Mode active, but no Full Moon (total multiplier 2x), income becomes about '''27,000 mag'''. This is the amount you should expect from hourly runs. |
Revision as of 04:51, 7 February 2023
Magnetite is a valuable resource that's primarily used for demon fusion.
Farming Magnetite
Basics
Main ways to get MAG:
- Farming Aura Gate, which can be divided into 3 sources of MAG:
- MAG gained from Random Battles and MAG picked on the ground in Aura Gate.
- Hitting Jackpots from MAG Chest.
- Boss Rush in Floors higher than 30 in Hollow World.
- MAG gained from Democalypse: up to 500K MAG every 2 weeks if your Faction gets top 3%.
- MAG gained from Events: expect a new event every 2 weeks, each giving minimum 150K MAG very easily.
- Login Bonuses.
- Daily and Weekly Missions
- One-time missions.
Shop packs:
- Weekly Training Support Pass: increases MAG, Macca, and EXP gain by 100% for 24 hours.
- This is not great value, but isn't the worst combined with AG Power Week.
- Monthly Pass: increases MAG, Macca, and EXP gain by 50% for 30 days, and gives Gems x1000.
- Also includes a login bonus that gives MAG x300,000 over a 20 day period + 5★ mirror x2 + Blank Genome x2.
- Unlocks 4× battle speed while the pack is active.
Most of your MAG should come from Farming Aura Gate if you wish to fuse strong Fusable Demons, as well as their Panels. There are 3 main methods for this:
- Boss Rush is the most potent method. However, it is extremely hard to perform and requires strong Demons. So until then, you need another method.
- Random Battles + Ground MAG' are the second-best method. Despite the fact you seem to get very little MAG for each battle or item, this must become your main source until you can Boss Rush. Farming Random Battles/Items can be very simple, it can consist of running AUTO MOVE in the highest Floor you can Auto, and let your phone run until you've consumed all your Steps.
- Chasing MAG Chests to get Jackpots is the third method. The good thing is you can farm MAG Chests while farming Random Battles - the two methods do not exclude one another.
Remark: the so-called Boost Mode (gain 2x more MAG from ground items and battles but use 2x more Steps) is not particularly good. It's not absolutely bad, just less efficient, since your Aura Gate Steps also go toward farming Divine Brands and Mitamas.
Earnings
Auto-Farming
- The lower floors of Aura Gate 1 give around 150 MAG per battle
- The highest floors of Aura Gate 1 and the lowest floors of Aura Gate 2 give around 270 MAG per battle
- The highest floors of Aura Gate 2 give around 320 MAG per battle.
- MAG Ground Items usually give around half of a random battle of the floor.
So Hollow World gives the most MAG! More than twice that of the lowest floors of AG1.
But more concretely, in Aura Gate 2 floors:
- Spending all your Steps, you could expect 20K or 30K MAG even if you are a bit careless. It can go higher if you are careful about Full Moon or change floors once you think you've got most of the floor items (+10 Steps and MAG on the ground).
- Changing floors can be important because (at least for higher AG2 floors) half or more of the MAG you gain from auto-farming is from MAG items.
- The simplest way is to Auto-farm/spend all your steps once the morning (after you wake up) and once before going to bed. Doing that, you would easily gain 50K MAG per day. This is the minimum earning you should aim to get.
- You can also be more diligent, and spend all your Steps gained throughout the day: expect minimum and easily 100K per day even with no care about Full Moon or changing floors.
- Lastly, each month (often at the beginning of the month) there is an event called Power Week. Lasting between 1 or 2 weeks, it increases your MAG gain from Aura Gate battles by 100%. Since ground items are not affected, it will translate into about +50% more MAG earnings.
Farming random battles can be quite simple:
- Megakin as the first Dx2 to get Demons to talk, Eileen as the second for more Divine Brand drops.
- If you do not use Megakin as the first Dx2, you should deactivate auto-talk, else you risk dying from (failed) Talk sessions.
- A Demon with Dmg Panel Immunity and one with Void Dark Zones in your second team.
- You can obtain both effects on a single demon: for example Hare of Inaba with Dmg Panel V I & Dmg Panel V II, or Ame no Uzume with no transfers required.
- Get yourself to the highest Floor you can Auto.
- Use the AUTO MOVE options like on the picture.
- Let your phone run and do something else, take a nap etc.
Full Moon
The Full Moon lasts 10 minutes and are separated by 1h59min from one another. You can check when the Full Moon starts in-game. It increases by +100% the amount of MAG gained in battles and the MAG picked on the ground.
2 Hours is enough to replenish around 100 Steps which in turn can be enough to auto for 10 full minutes. So a hardcore but efficient way to farm is to connect every 2 hours for AG farming.
On Dx2 Discord, you can get a bot to ping you each time Full Moon occurs. You could also use a timer yourself.
MAG Chest
- At the start of every hours (UTC), Aura Gate 1 floors are reset and Aura Gate 2 Chests are reset.
- MAG Chests in floors multiple of 10s in Aura Gate 2 have the highest Jackpots with 120K being the minimum at floor 10.
- You can only open 10 MAG Chest per day. Opening 10 MAG Chest actually requires you to try hard.
- Chasing MAG Chest is totally compatible with Auto-farming random battles.
- MAG Chests will not be you main source of MAG income.
Expert Techniques
Spring Hunt
- Springs restore you 50 Steps
- You can only use 1 Spring per hour: using one Spring will close all the Springs in all other floors of both AG1 and AG2 until the next hour (UTC).
- Each hour, not all floors have a Spring (only very few do).
- It is purely luck-based. No floor has higher chance of getting a Spring.
- In Aura Gate 2, the Springs has a different location for each player.
- In Aura Gate 1, the locations are the same for all players during the hour.
- So you could help each other.
The benefit of Spring Hunting is very clear. Get +50 Steps per hour. Over a full day you can gather a few more 100s Steps!
Spring Hunting is done in Aura Gate 1. It uses Guidance of Luopan, an ability possessed by Seiran in AG1: upon entering a Aura Gate 1 floor, the surrounding of the Boss Room is revealed. If you are lucky and the floor not only contained a Spring but had a Spring near the Boss, it will be reveal. The strategy is thus to scan every floors (starting preferably from the lowest floors) and hope for the best.
Higher floors are bigger than lower floors, so you need to pray for the Spring to appear in the lower ones. Moreover, it may not even be beneficial to chase a Spring revealed in a very high floor.
Some people post Spring locations each hour on twitter under the hashtag #D2泉ハンター協会
Boss Rush
Starting from Floor 31 of Aura Gate 2, Save Points are introduced (cf. in-game tutorial). Some Save Points are very close to the Boss Room... Lastly Bosses give you much more MAG than random battles when beaten.
As the name indicates, Boss Rush exploits these two things to farm MAG extremely efficiently.
- List the Floors where a Save Point is close to the Boss.
- Create a team that can beat said bosses.
- Use Boost Mode (2x more MAG but 2x more Steps used).
- If possible, wait until a Full Moon phase starts (2x MAG during this phase).
- Perform the Boss Rush: beat all the Bosses you planned to beat, one after another.
- Bosses respawn at the start of every hour!
This is the most powerful way of earning MAG, getting Millions of MAG in a few days is possible. But it is also the most difficult. A Hell Gongen team is typically used for Boss Rush, as it is a generalist team that is suited to beat quite a lot of Floor Bosses.
Obviously, you decide which floors you want to farm Bosses. Use the wiki to plan your Boss Rush, as it has the Map and Boss of all floors: Hollow World#Floors
Good floors to farm are:
Floor | Boss | Battle Speed | Steps from Save | Notes |
---|---|---|---|---|
33F | Valkyrie | 20833 | 5 | - |
36F | Rangda | 24900 | 7 | Has a higher Acc% requirement. |
38F | Succubus | 21466 | 3 | - |
39F | Kikuri-Hime | 27266 | 3 | Has Hell Counter (100% chance to counter), but no phys pierce. |
41F | Sandalphon | 21666 | 4 | - |
42F | Skadi | 26150 | 9 | Path from the save point to the boss is long, decide for yourself if it's worth to you. |
45F | Cu Chulainn | 20966 | 3 | - |
47F | Ananta | 27600 | 3 | - |
48F | Baal | 21533 | 6 | - |
49F | Shiva and Vishnu | 25250 | 5 | Difficult to reliably beat both in a single turn; it's a good idea to weaken them and finish them off with team two. |
Floors that are close to a save point but need a more-specialized team include 40F( Orcus), 44F( Nidhoggr), 46F( Michael). You're better off farming the floors written above, though.
Boss Rush Teams
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- Dx2 Liberator Carbon Black is used for increased crit damage.
- BS must hit 27600 for floor 47.
- Requires mostly manual play.
- Note: With strong brands, Auto-Rebellion on Zaou-Gongen, and p4 on Zaou-Gongen & Mara, this team can auto every boss in the planned sequence, except 39 and 49.
- Berserk levels are maxed.
- Mara's Hell Thrust must be maxed, or else he won't have enough MP to cast it post-charge.
- Second team has Hare of Inaba with Dmg Panel V I & Dmg Panel V II, and three single-target nukers.
- Order of floors: 33>38>41>45>47>48>39>49>42 (if enough time left) (total steps: 41, or 82 in Boost Mode).
Video guides:
Mag income:
- The income per fight is about 1,500 mag without boosts. Across 9 fights, that totals to about 13,500 mag.
- With Boost Mode active, but no Full Moon (total multiplier 2x), income becomes about 27,000 mag. This is the amount you should expect from hourly runs.
- With both Boost Mode and Full Moon active (total multiplier 3x), income across the 9 fights is about 40,500 mag. This is what you should expect from Full Moon runs.
- Note that Boost Mode, Full Moon, and Power Week bonuses are all additive.
- For example: Boost Mode says it's 2x, Full moon says 2x, and Power Week says 2x. But when all three are combined, the effect is 4x (100% base +100% boost mode +100% full moon + 100% power week = 400% total), NOT 6x.
Notes:
- Zaou-Gongen would very much like Auto-Rebellion, if you happen to have a genome for it.
- If an Offensive Cry genome is not available, you can run Auto-Taruka + Auto-Rakunda instead.
- Another option is to bring a demon that grants innate offensive buff swing instead. Some examples include:
- Elohim (won't be able to crit, but damage & speed are high, Remnants ensures only half a press turn to attack, and casts a strong AoE when an enemy dies.)
- Fariedone (Applies party-wide Zenith to improve accuracy, as well as crit rate for Zaou-Gongen. However, he must go second, since Demonsbane would otherwise use 1 whole press turn.)
Step Management
Let's combine what we've learned so far:
- The boss rush method listed above costs 82 steps in Boost Mode. Bosses respawn every hour.
- A spring that grants +50 steps spawns every hour. In worst case this can cost 27 steps to claim, so a minimum profit of +23 steps per hour.
- Steps naturally regenerate at a rate of 1 per minute. This means 60 steps recovered per hour.
- Full Moon for 2x mag occurs about every 2 hours.
If we only perform boss rush during Full Moon, we're spending 82 steps and gaining 120 steps from natural regen every 2 hours.
- This is a net gain of 38 steps per 2 hours, meaning we can consistently have enough steps for boss rush every 2 hours, plus a profit of steps.
- However, this is before factoring in springs.
If we collect the spring every hour, and assume the worst case of only 23 steps profit from it, we effectively get 60 + 23 = 83 steps per hour, at minimum.
- Since this is worst-case, you can usually expect more than 23 steps of profit per spring collected.
- 83 is greater than 82, meaning with spring collection every hour, it's possible to perform boss rush every hour with a small profit of at least 1 step (probably more, depending on spring luck).
Fusion Guide
Basics
- The Fusion Calculator at https://oceanxdds.github.io/dx2_fusion/#en is the best tool to plan fusion!
- The race of the resulting demon is determined by the race of the 2 materials, a table exists and can be seen in-game.
- Then, the specific result demon is calculated from the Grade of the materials:
- Calculate the average between the materials, then add +1.
- The resulting demon will be the first demon of the resulting race with higher Grade than the above result.
- This means higher-grade demons are better fusion materials, likewise they are harder to fuse.
- In this game, Panels are very important (see Spirit Merge). Thus, do not simply assume every 5★ duplicate should be fusion fodder! You will actually want to fuse dupes at some point.
Pricing
Fusing 5★ Demons costs Millions of MAG. Expect around 2-3 Million MAG for each one you fuse (it can be less if you use another 5★ as fusion material).
- Fusing a Clear 5★ using another 5★ and a 4★ costs around 1 Million MAG. Fusing a non-clear 5★ this way costs around 1.6 Million MAG instead.
- Fusing a Clear 5★ using two 4★ as materials costs around 2.1 Million MAG. Fusing a non-clear 5★ this way costs around 3.2 Million MAG instead.
- Using the Boss Rush method, you could fuse a new 5★ every few days. But otherwise do not expect to fuse more than a few 5★ each month.
Clear vs Color costs
Fusions of two Clear demons will be cheaper than fusions involving a color:
Fusion materials | Cost multiplier | |
---|---|---|
4★ result | 5★ result | |
Clear + Clear | 0.5x | 0.7x |
Clear + Colored | 1x |
Due to the cost difference, if you are aiming for a specific color, try to apply it only at the last step of the fusion process - this ensures that only the last step will use the more-expensive pricing.
- If aiming for a specific color on a 5★ using two 4★ as materials, one of those two 4★ should have the color you want (ideally, you summoned the 4★ with the color already on it).
- It is not worth trying to "carry" a color from a 3★ all the way up to a 5★. You will end up paying much more MAG than you need to.
Discounts
Around the start of each month (and lasting around 2 weeks), two races are discounted by -30%. Please check the in-game news regularly.
- Depending on the races discounted, you can save a significant amount of MAG. If you have a summon project in mind, try to include the discounted races in your fusion path as much as possible.
- Around anniversary (December/January) and half-anniversary (June/July), there's usually a discount period that affects ALL races. This is a great opportunity to save MAG on your fusions.
- However, note that multi-fusions do not qualify for the discount, but their materials might qualify.
- Example: Suppose the Herald race is discounted. You can save MAG when fusing Sandalphon and Azrael, then use them in a multi-fusion to make Alilat. Since you save MAG by making the materials, this effectively decreases the cost of fusing Alilat from scratch.
The 4★ materials for 5★ are usually high-grade 4★, and fusing them from scratch can cost you several 100K MAG.
4+4=5
When determining whether to create a 5★, or whether an existing 5★ should be used as fusion material, there are some factors to consider:
- How much MAG is this 5★ worth (=the MAG needed to fuse the demon from scratch)? (You can check this by going into the Fusion Calculator -> the demon -> reverse fusion -> any green button)
- How much MAG are you saving by using the 5★ fodder as fusion material?
Since 4★ demons cost 10x less than 5★, you can ignore the prices of 4★ fusions when approximating the cost of a 5★: so in the end it'd just revolve around the number of other 5★ you need to fuse in order to finally get the one you aim for.
The cheapest and thus the most notable 5★s are the ones that do not need you to fuse any other 5★ to make them - in other words, demons that are 4+4=5 (can be fused from two 4★s). More expensive are the 5★ needing a single 4+4=5 demon, etc.
4+4=5 are usually around 2.6 - 3.6 Million mag to fuse from scratch.
- So, they are the best to fuse from scratch
- Conversely, they are the WORST to sacrifice another 5★ on (you'd "only" save up around 1.6 Million MAG by foddering a 5★ to create a 4+4=5).
- Fusing a 4★ with a 5★ costs 1.6 Million Mag (not counting the cost of that 5★ and 4★)
During discount periods, where certain races' fusion costs are 30% off, the best demons to fuse during this time are 4+4=5 demons, as their single-step cost is the highest possible at 2.6 - 3.6 Million Mag. You stand to save 780k to 1mil mag!
- Fusing 4+5=5 tends to cost only 1.5 - 1.8 mil mag (savings of 450k - 540k mag)
- Fusing 5+5=5 tends to cost only 200-300k mag (savings of 60k - 90k mag)
- Around anniversary (December/January) and half-anniversary (June/July), there's usually a discount period that affects ALL races.
Note that the following races do not have any 4+4=5 demons: Deity, Kishin, Drake
- The following races have no fusible 5★ demons at all: Holy, Divine, Yoma, Beast, Fairy, Brute, Femme, Wilder, Foul, Haunt
Here is a list of 4+4=5 Demons:
- Note: This list does not include fusions that require event-limited, multi-fusion, or gacha-exclusive 4★ demons as materials (as you really should NOT be doing those specific fusions anyways)
- Last updated: Addition of the Wood race.
Demon | Race | Grade | Number of 4+4 Fusions |
---|---|---|---|
Mastema | Herald | 83 | 8 |
Ishtar | Megami | 82 | 4 |
Barong | Avatar | 84 | 4 |
Cu Chulainn | Genma | 81 | 22 |
Susano-o | Fury | 82 | 22 |
Asherah | Lady | 83 | 33 |
Ananta | Snake | 83 | 6 |
Samael | Fallen | 84 | 2 |
Lilith | Night | 80 | 37 |
Seth | Vile | 84 | 12 |
Surt | Tyrant | 83 | 1 |
Garuda | Avian | 80 | 16 |
Quetzalcoatl | Dragon | 80 | 13 |
Black Frost | Jaki | 81 | 2 |
Gogmagog | Jirae | 80 | 16 |
Hresvelgr | Raptor | 84 | 2 |
Erlkonig | Wood | 84 | 10 |
Fusion Fodder
Clear demons for use in fusion will primarily come from two places: recruiting demons through talk in the field, and Hell Bun summoning.
Collecting 2★ fusion fodder from scratch
Demons can join from talk in random quests or Aura Gate floors, but it can be difficult to predict what you'll get, and therefore difficult to plan out specific fusion paths.
One solution is to collect 2★ fusion fodder from leveling quests - each quest only offers 1 or 2 specific demons, so you can plan fusion paths around these specific demons joining. In the fusion calculator, click the green "素★2" button when looking at reverse fusion, and the calculator will automatically make paths that only use 2★ demons at the lowest point.
- Note that some 2★ cannot be found directly in the wild, and the calculator will NOT account for this at first. However, you can usually improvise - for example, a Tam Lin can be made from Patrimpas + Dis, but neither is wild. You can instead make a Tam Lin with Shadow + Decarabia, where both are wild.
Using this method also allows you to level up demons (since these are leveling quests), whether demons you actually use, or ones that will be used as evolution fodder. See the Leveling guide for more details. Essentially, you get to kill two birds with one stone.
See the Talk article for tips regarding the talk process. While auto-talk is an option, it will often fail, so making talk choices manually is much more consistent.
For convenience, here's a list of which demons each leveling quest can offer.
Leveling Quest | Demons available | ||
---|---|---|---|
1★ | 2★ | 3★ | |
Chapter 1 | Slime | - | - |
Chapter 2 | Melchom, Preta | - | - |
Chapter 3 | Nekomata, Sandman | - | - |
Chapter 4 | Momunofu, Leanan Sidhe | - | - |
Chapter 5 | - | Pisaca, Shikome | - |
Chapter 6 | - | Black Ooze, Decarabia | - |
Chapter 7 | - | Principality, Archangel | - |
Chapter 7a | - | Pisaca, Mou-Ryo | - |
Intermission Episode 3 | - | Oni, Yaksini | - |
Intermission Episode 6 | - | Fomorian, Take-Minakata | - |
Chapter 8 | - | Blob, Orthrus | - |
Chapter 9 | - | Naga, Nue | - |
Chapter 10 | - | Heqet, Take-Minakata | - |
Chapter 11 | - | Shadow, Ippon-Datara | - |
Chapter 12 | - | Kurama Tengu, Yaksini | - |
Chapter 13 | - | Angel | Power |
Chapter 13a | Momunofu, Leanan Sidhe | - | - |
Winging it with 3★
A less-precise but easier approach is to simply take whatever 1★ or 2★ you have, and fuse them into whatever 3★ is available.
Since Aura Gate can give out 1★ to 3★, this method gets everything onto a more-even set of just 3★, so you can change your reverse fusion setting to "素★3".
To get any 3★ that's needed for a fusion recipe, just check 3+3, 3+2, and 3+1 combinations among the demons you have - there's probably at least one single-step way to make the 3★ you need.
- If you still need more materials, a couple Normal Summon Files can probably fix the issue.
A star demon for this wing-it approach is Tiamat:
- She has the highest grade for a 3★ in the game (58), so she can fuse down into most other 3★ (or easily fuse up into a 4★).
- Fusing her is very easy, since she is the lowest-grade Drake race demon in the game. You can even do it with several 1+1 or 1+2 combinations.
- She also shows up as a rare enemy in Aura Gate 2, and is frequently Talk-able when she appears. This combined with the above means you'll have a steady supply of her.
Other honorable 1+1=3 mentions:
Further, Anubis is an easy-to-make and high-grade 4★ that you can make from the above:
Hell Buns
Hell Bun summons give you common archetype demons that are already at 3★, 4★, or 5★ rarity, which can speed up the process of fusing high-grade demons.
Generally speaking:
- clear 4★ should be primarily used as fusion fodder, unless they have skills you desire from them: for example Phys Boost
- clear 5★ should be used to make other 5★, preferably ones that cannot be made by combining two 4★.
One way to judge a demon's value as fodder is to look up methods to fuse them (fusion calculator -> reverse fusion):
- Some 4★ demons can only be fused using two other 4★ demons (examples: Ym, Loki), which makes them expensive to fuse, even in common archetype. Try to keep these around for fusing 5★, and do NOT use them to make lower-grade 4★.
- Some 5★ demons can only be fused using two other 5★ demons (examples: Metatron, Izanami, Lucifer), which makes them expensive to fuse, even in common archetype. It is generally not recommended to use these 5★ demons in fusion unless there are no alternatives.
Certain 5★ Hell Bun pulls can save significant amounts of mag for good multi-fusions (which require specific clear demons to perform):
- Clear Asherah should be used towards a Cybele. You stand to save 2,175,600 mag minimum (plus the time needed to gather fusion materials).
- Clear Shiva should be used towards a Kartikeya. You stand to save 5,608,889 mag minimum.
- Clear Seth should be used towards Baal. You stand to save 2,205,840 mag minimum (plus the time needed to gather fusion materials).
Regarding Karma
- Common archetype demons sell for only 10% of the karma value of colored archetypes - don't sell them!
- It is generally not recommended to sell 4★ demons that can only be fused by using two other 4★ demons (examples: Ym, Loki), whether they're common or colored.
Demons to Fuse
Must-have PVE fusable Demons:
- Alilat, unless you have a different Pierce Negation demon.
- Huang Long
- Zaou-Gongen, if you managed to summon a gacha/banner-exclusive demon that can grant party-wide Might: such as Hell Biker or Futsunushi
- Seth
High Tier Fusable Demons (see Tier List) for PVP :
- Asherah, near staple demon of PVP Offense (see Asherah Midrange). Cheap to fuse. Worth Paneling to Panel 3.
- Kartikeya, useful demon for specific fast team. Extremely expensive to fuse. Panel 2 is potent.
- Hresvelgr, essential demon for most fast teams. Cheap to fuse. Worth Paneling to P3.
- Surt, good demon if you have Masakado but not Atavaka (see Intimidating Stance Teams). Cheap to fuse. Worth Paneling to P3.
- Gogmagog, powerful in midrange teams such as Asherah Midrange. Only useful if Panel 3.
See Also
- Tier List
- Demon List
- Resource Management Guides for more Guides like this
Game Mechanics | |
---|---|
Resources | Items • Talk • Magnetite/Fusion (Fusible Demons) • Karma • Summoning (Demon Summoning Pool, Skill Summoning Pool, Choice File) • Event Reward Demons • Season Pass |
Team Building | Battle Speed • Team restrictions • Liberators • Armaments • Demonite |
Upgrading | Leveling/Evolving • Awakening • Spirit Merge • Transcend |
Customization | Archetypes • Skill Transfer • Brands • Mitama • Sin Infusion • Devil Connector |
Misc | Formulas • AR Scanner • Devicon • Alignment |