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  1. #1
    Translator Folseus's Avatar
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    Event Discussion: 儚き栄華と夢枕(★4 Kantan Event)

    JP Wiki

    4/3 (Tue) to 4/17 (Tue)

    It is a drop event with a Plains bonus. Complete the map to have a chance for a castle to drop. If they do not drop, the next completion has a higher chance of dropping. Difficulty does not affect drop rates or rarities as far as we know. Only the event map itself affects the drop rarity. The easier maps (E-1, E-2) are much less likely to drop the ☆4 units, and the harder maps (E-3+) almost only ever drop ☆4. As a note, E-X1 and E-X2 drop 3 and 4 jinmusume from their warehouses respectively, so they are a good place to level one girl while farming.
    The chance brackets are
    1~2 Slightly increased chance
    3~7 Increased chance
    8+ Greatly increased chance

    Rewards are
    ★4 Kantan

    Skill: Reduces ATK by 15% for all enemies in range.
    Attacks slightly knockback enemies.

    ★2 Toyama-jou

    Skill: Increases Regen by 20 for all castles in range

    E-1
    Special Mission: Complete without gigantifying (any difficulty)
    Reward: 5000 Gold


    E-2
    Special Mission: Complete without taking any damage on Tono (any difficulty)
    Reward: Tsubasa [Kai-ichi]



    E-3
    Special Mission: Complete without losing any warehouses (any difficulty)
    Reward: Byakusen [Kai-ichi]


    There is a new boss on this map that rides on a horse. As expected, she is very fast. You can be cheeky and block her right as the round starts, but she does a fair amount of damage.

    E-X1
    Special Mission: Complete without losing any warehouses (any difficulty)
    Reward: ★2 Toyama-jou
    Special Mission2 : Complete without losing any warehouses (hard only)
    Reward: ★3鉄砲 墨縄 +3 (Gun)


    The flags give increased HP and ATK to all enemies.
    Sumos aren't a concern in Round 1. You want to focus your defenses around the crossings at 22, and 9.
    Most of the heavy hitting enemies come from 22-19-17. Weaker enemies come along from 6-9-11, followed by some magic users. Some of them split off at 9-12 and attack C/D. A good ranged unit at 15 can stop them, like a bow.

    At the start of Round 2, the shield bearers move in from 22-19-17 and the sumos reposition themselves above 3 and 18.
    After the shield bearers go down, 33-31-28-23-14 sees some magic users.
    There's also more magic users on the left side and the temple on the top left has hammer rabbits come out. They'll walk into 5 before making their way to tono.
    At the end before the sumos start moving, Toyama-jou appears on the left side.

    My suggestions:
    16: Ranged
    10: Ranged
    14: Melee
    19: Melee
    15: Ranged
    5: Ranged
    23: Melee

    If your melee are strong enough, you may only need ones at 14/19 to protect the warehouses.
    Ranged support helps chip down enemies before reaching your melee.
    A bow at 15 can kill the magic users as the get to the lower warehouses.
    I use a maxed out gun at 5 to kill the flags and sumo on the left side. You may need additional buffs or a second ranged unit to do this at 3/4/8. 3 isn't safe from the double magic user spawns, but if your unit is high enough level, it won't matter. 5 can get overrun by the hammer rabbits if you can't attack fast enough.
    You can use a Talisman and Gun combo on the sumo on the right side to keep it knocked back before it has a chance to attack 19.
    23 can be placed very late since the magic users come late in round 2.



    E-4
    Special Mission: Complete without taking any damage on Tono (any difficulty)
    Reward: Byakusen [Kai-ichi]


    E-5
    Special Mission: Complete without taking any damage on Tono (any difficulty)
    Reward: Tsubasa [Kai-ichi]


    E-X2
    Special Mission: Complete without losing any warehouses (any difficulty)
    Reward: ★4 Kantan
    Special Mission2 : Complete without losing any warehouses (hard only)
    Reward: ★3鉄砲 天海の鉄砲(+3)


    The starting enemies seal off a few of the tiles from being useful at the start. 21 is safe for a while in Round 1 but the elephant moves to 18 which can attack it. Near the end of the round, the two whips also start to move which can do a lot of damage.
    A strong archer or crossbow with multitarget, or a very strong bell can take care of them from 21. You can try setting up a healer at 20/25/26 to protect it as well.
    Enemies will funnel through the corner at 28 near the start, and then around halfway through the round they'll head to 13 too from the bottom.
    30/33 are blocked by the monkeys that throw rocks.

    A big concern in Round 2 is the yellow mages, which are very tanky and do a strong 3-hit magic attack, and the waves of Kantans if you don't have enough healing/defense.
    You want some extremely heavy hitters or defense reduction to stop the mages. The Kantans eventually push through 25 at the end as well so it becomes unsafe for ranged.

    My suggestion is to push early damage at 21 with a healer on 20/25/26 to kill the middle.
    Have a strong melee at 28 to kill things that walk past and defend Tono.
    You can support middle with a spear at 19.
    Block at 13 as it's much safer than 28.
    Once you've cleared middle, you can reposition units there to defend the entire map from since all the warehouses are at the top.


    Last edited by Folseus; 04-13-2018 at 01:38 PM.

 

 

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