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    Translator Folseus's Avatar
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    Event Discussion: 忍ぶれど、あさぼらけ (★5 Momochi-Tanba-jou Event)

    JP Wiki


    Duration:
    2/26 (Tue) to 3/12 (Tue) maintenance

    Construction style event with Hills-type bonus. Collect crafting materials from the event maps and use 200 of them plus 1000 gold to craft for a chance for ★3 Kitanoshou-jou or ★5 Momochi-Tanba-jou

    Rewards:
    ★5 Momochi-Tanba-jou [Hills] [Throwing Blade]

    Skill: Decreases ATK by 17% for all enemies in range.
    Stratagem: Increases Target's ATK by 1.5x and cannot be targeted by enemies for 10s. (Target Self only. Removes Block)
    Cooldown: 30s
    Cost: 3 ki


    ★3 Ootaki-jou [Plains] [Spear]


    Skill: Increases HP by 27%
    Stratagem: Increases Regen by 25 for all castles in range of the well. Expires at end of wave.
    Cooldown: 60s
    Cost: 5 ki

    E-1: 20 Stamina
    Waves: 1
    Special Mission: Complete without gigantifying (any difficulty)
    Reward: 5000 Gold
    Materials: 12~18


    E-2: 30 Stamina
    Waves: 1
    Special Mission: Complete without taking any damage on Tono (any difficulty)
    Reward: Byakusen [Kaiichi]
    Materials: 20~30


    E-3: 45 Stamina
    Waves: 2
    Special Mission: Complete without losing any warehouses (any difficulty)
    Reward: Tsubasa [Kaiichi]
    Materials: 35~42


    E-X1: 90 Stamina
    Waves: 2
    Special Mission: Complete without losing any warehouses (any difficulty)
    Reward: ★3 Ootaki-jou
    Special Mission 2: Complete without losing any warehouses (hard)
    Reward: ★3 極大長槍 (+3)
    Materials: 120~132


    Most enemies walk 1-2-4 and 1-2-5 I believe. A few start at 7-9-11-15 though.
    2 is good to defend at with a strong Spear which can also hit the air or Hammer for general area of effect. Sword and Fist are okay too but hit fewer. Eventually, so many enemies pass through you might be overwhelmed so retreat if needed.
    Elephant falls down the stairs and walks 7-9-11-15-19?, attacking 6, 10, 14 along the way too.
    13 is a decent spot to attack it from and you can just block or DPS it at 15, while also taking are of the starting enemies that walk through.
    Start of Round 2 has hammer rabbits backdoor at 27 and ninjas hop the pond and attack 8/A.
    Have something at 20/23/27 to stop the rabbits and a melee at 8 to protect A.
    Airships appear later and go through 8 and can attack 8/B/A but not enough to break B I believe. A bow somewhere nearby at 14/16/20 etc can help snipe it before it gets to Tono.
    More elephants come from the top left to 4-17-21. If you have a fully upgraded ranged at 13, you could probably snipe them while whatever is at 2 chips them as they walk past.
    Ootaki can do decent damage when she walks through, especially if you placed ranged last.



    E-4: 50 Stamina
    Waves:
    Special Mission: Complete without taking any damage on Tono (any difficulty)
    Reward: Byakusen [Kaiichi]
    Materials: 56~72



    E-5: 60 Stamina
    Waves:
    Special Mission: Complete without losing any warehouses (any difficulty)
    Reward: Tsubasa [Kaiichi]
    Materials: 48~60



    E-X2: 95 Stamina
    Waves: 2
    Special Mission: Complete without losing any warehouses (any difficulty)
    Reward: ★5 Momochi-Tanba-jou
    Special Mission 2: Complete without losing any warehouses (hard)
    Reward: ?(+3)
    Materials: 136~152


    The Zen Priest Kabuto decrease ATK and DEF by 25% for all castles.
    Momochi-Tanba-jou decreases ATK by 17% for all castles in range.
    ※ Effect does not appear on her clones.


    Defend tight around Tono.
    Healer is good at 16 to cover a lot of tiles.
    7 and 20 is a good spot for a strong melee AOE. A very high level/high rarity Spear, or a moderate Hammer should be very good here since there's a lot of cannon/monkey to tank and otherwise large groups of enemies.
    You'll need a strong range tank at 12 to protect C from other enemies. Yellow mages will hit her really hard and then Momochi later. Healer can mitigate some of this, but on Hard, it's super high damage.
    I recommend either block-capable units at 10 and 17 or 20 or just having Talismans/strong magic DPS at 9, 13 and some sort of slow or block stratagem.
    13/19 are good for Bells/Magic.
    I used Talisman at 9 with two melee at 7/10 to DPS, and a Shield at 20 with two bells 13/19 for DPS.
    Token at start of Round 2 on 26 to protect I/J.

    Biggest threats seem to be the giant monkeys. If you don't kill them before they rush to Tono, they can oneshot him. Shields or blocking stratagems/skills can stop this, or Talismans can slow them down so much, they're not a threat.
    Momochi clones come in big numbers and area of effect through and may hurt your warehouses. Tokens or units close by can stop this, namely 7/9/12 and 19/20/23.
    Momochi herself deals a ton of damage if she's allowed to proceed. You can snipe her while she waits around 24 by using a high ranged unit at 19. Bells work well since she sits still for so long.
    The Sumos pass through 26/27 and then down 15 to 10. A token at 26 eats the hit for J and you can replace it immediately so the second sumo hits it again. It may take fire from the monkeys or Momochi clones though.

    Overall:
    7: Melee AOE
    9: Talisman
    10: Melee support
    12: Ranged Tank
    13: Ranged AOE
    16: Song
    19: Ranged DPS
    20: Melee Block

    26: Token
    8/11/14/23 are good for ki tokens. 23 especially for Usuki.


    Last edited by Folseus; 03-08-2019 at 05:32 AM.

 

 

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