Battlejack Articles RSS Feed | Battlejack RSS Feed on en Launch Media Network Battlejack: How to (Hopefully) Farm a Ton of Honor Thu, 31 Aug 2017 10:59:06 -0400 Ashley Shankle

Rare summons definitely make the world go 'round in Battlejack, but Honor summons are a pretty good alternative in comparison to most other mobile RPGs. Sure, you get a bunch of trash heroes most of the time, but among the trash lies gold -- specifically EXP-granting ghosts, evolution materials, and heroes that can be evolved up to 5 and 6 stars.

At this point I've gotten a handful of decent pulls from Honor summons, which is more than I can say for some other games. There's a reason for that, though: EXP is hard to come by, and ideally you want heroes with complimentary alignments for their skills. Getting a great unit is always a double-edged sword when it doesn't have a good alignment. One one hand it's GREAT, on the other hand it's not going to be so great compared to those of some other players' if the alignment is bad.

But I digress. We're here to talk about how to farm Honor, because more pulls is always good.

"Bleed me dry!" - Honor summon, probably.

The first part of this is to have a decent leader, preferably 4+ stars and (if possible) granting an always-activated bonus like x3 DEF or +40% ATK for certain colors rather than a trait buff or a leader skill that requires 21 for an ATK multiplier. It being above level 30 is a definite plus, and new players seem to like ATK leaders more than DEF.

Why do you need a hero that fits these requirements? Because you're going fishing. The gist of this strategy is to get new players to try to add you to their friend list based on your leader, and your leader needs to be easy to use to entice other players to use your leader and try to add you to friends.

To get lower level players to notice you and try to add you to friends, you need to:

  • Have empty space on your friends list (found in the Guild section)
  • Run a low-level dungeon using a lead filling the requirements above

Much like Puzzle & Dragons, it seems that other players will generally see you in their prospective friend listings only if you've run the dungeon they're doing in the past couple/few hours. So if you're not running low-level content, you're not going to get a flood of invites from players over your sweet leader.

I'm not entirely sure how often this works nor am I sure how it works, but I have tested it on both my and my husband's accounts and have seen results from both. On both accounts I run the Queen of the North dungeon in Northwind -- and after a couple minutes get a flood of invites, sometimes with the flood turning into a trickle that lasts an hour or so. It's pretty nice.

This can work on any of the last dungeons in any of the first 5 areas, depending on the element of the leader you have that fits the requirements mentioned above.

Now, do note that this won't necessarily work all the time. I'm not sure if there's a cap to how many friend requests you can get in a day or what, but there is a point where the invites stop rolling in and you have to wait anywhere from several hours to a whole day to do it again.

There are stipulations to this whole process, but the fact remains it's entirely possible to rake in hundreds of extra Honor a day just by running lowbie dungeons and having the right leader. Making upwards of 300 Honor in just a few minutes is more than worth it each time, just don't get too bummed out when the invites stop trickling in.


Need more tips and tricks for getting ahead in this game? Check out the rest of our Battlejack guides for everything you need to know!

Battlejack Team Building & Hero Info Guide Mon, 28 Aug 2017 18:09:45 -0400 Ashley Shankle

Are you having trouble in Battlejack? I think everyone is at one time or another, depending on the dungeon they're tackling and the heroes at their disposal.

You can know the battle system in and out and have some powerful heroes on your team, but still lose in dungeons pretty frequently. One part of succeeding is knowing how to play, and the other part is knowing how to work up an effective team.

The game may be very similar to Gung Ho's Puzzle & Dragons in terms of its overall systems, but team building is a whole other beast. Team size costs in Battlejack are exceedingly tight, leveling characters is a heavy time and gold investment, and you have to consider a whole host of factors when putting a team together.

Part of the fun of Battlejack is putting your teams together, and with luck this guide will help you do so more effectively.

Choosing a Leader

Every hero worth its salt has a leader skill to benefit the team as a whole. Some leader skills give an all-around increase to certain stats, some grant certain hero colors or types additional attack when you get a 21, and so on.

The leader skill will not only dictate the types of heroes you should have on a team, but also how you play. Here are the three types of leader skills you see most often and how they will affect your playstyle:

  • 21 will also give X heroes ATK+ for X turns: These leaders require you to try to aim for 21 as often as possible to do extreme damage when you do hit it. Teams running two of these leads (you and a friend) should ideally have heroes with high skill levels for low cooldowns, or exceedingly high stats.
  • Increases the DEF, HP, or ATK of certain hero types or colors (or all heroes): These teams are less risky than the above and do not require as many skill levels to pull off, but they will never see the overall damage numbers of the previously listed leader skills. You do not have to try to get 21 as often with these leaders.
  • X% chance to counter an element with another element: This is one leader skill that is situational. In dungeons filled with one element, these leader skills can be total game-changers. In general dungeons they are far less useful.

The Hidden Factor: Hero Traits

Your heroes' elements are obviously important (and we'll get to elements in a bit), but traits are one factor that every player needs to know about and factor in when putting a team together.

Surely you've noticed traits -- just look at the bottom left corner of any hero's information.

These may look arbitrary but traits to interact with one another and much of your success is going to rely on knowing the traits of your heroes and those of your enemies as many traits interact with one another or have special effects. you absolutely have to keep them in mind.

  • Armored: Takes less damage from non-piercing attacks
  • Divine: Lesser beings (non-Divine) do less damage
  • Dragon:
  • Flying: Takes less damage from non-ranged attacks
  • God Hunter: Does extra damage to Divine
  • Healer:
  • Magical: Takes less damage from non-Spell Caster attacks
  • Mechanical: Immune to Frozen and Stun
  • Melee:
  • Piercing: Does extra damage to Armored
  • Ranged: Does extra damage to Flying
  • Spell Caster: Does extra damage to Magical
  • Undead: Doesn't have Recovery. Immune to Silence

It should go without saying that you don't want to take a team full of Magical heroes into a dungeon full of Spell Casters -- but you certainly would want to take a team of Spell Casters into a dungeon filled with Magical enemies.

Even More Hidden But Not as Urgent: Hero Alignment

Since this is a guide on heroes and team building, it wouldn't be complete without mentioning alignments and how they affect stat growth. This is a system Brave Frontier players will be familiar with.

Alignment isn't something to immediately consider when building a team, but it is something to bear in mind. A hero's alignment affects its stat growth, which is far more important at later levels than lower ones. A hero with an alignment totally opposite of its primary strength is simply not going to be as good as one with a complementary alignment.

You can also see alignments on the bottom left of a hero's information panel.

Battlejack's alignments are as follows:

  • Anima - HP increased by 15% but REC decreased by 5%
  • Breaker - ATK increased by 15% but DEF decreased by 5%
  • Lord - All stats increase 5%
  • Oracle - REC increased by 15% but HP decreased by 5%
  • Warden - DEF increased by 15% but ATK decreased by 5%

You wouldn't want a Healer with an Anima alignment just like you wouldn't want a hero who has a skill that scales off their DEF to be a Breaker.

I wish you were an Oracle.

Active Skill Synergies

Now this is one factor that's really easy to overlook and not think about at all -- and I'm not talking about just making sure you have a diverse set of skills in a party. Which you should, depending on your leader.

When looking at active skills, you should be looking at two things:

  • What the skill does
  • What the skill scales off of

The first is pretty obvious, but the second is a little more complex. We'll go over the second point before what skills do.

Skill stat scaling & planning around skills

You've definitely noticed that your heroes' active skills scale off a particular one of their stats, generally ATK, DEF, or REC. In the case of damage skills, these three have separate traits:

  • Attack skills that scale off ATK have a chance to critically hit
  • Attack skills that scale off DEF cannot be dodged
  • Attack skills that scale off REC ignore enemy DEF

This is important to remember both in combat and when building a team.

It's in your best interest to consider your units' skill scaling when you are using a leader that increases certain (or all) heroes' stats, so you can make the most of certain skills.

  • Example: Using a leader that increases a certain type's DEF while having one of them on the team with an active damage ability that scales with DEF can significantly improve the damage of that skill.

You may also want to plan your team around their skills based on the dungeon you're targeting, especially in dungeons where enemies have high Evasion or DEF. In those instances you may want to have attack skills that scale off DEF or REC, respectively.

Active skill effects

This is up to your own discretion, but I highly recommend you do not run a team with all offensive skills.

Offensive active skills are nice, but they don't keep you alive when the going gets tough. You have to think about your team's strengths and weaknesses, as well as the capabilities of the enemies in the dungeon you're targeting.

Nullifying certain status effects, inflicting them, stalling via Freeze and disabling, shield-breaking, healing, shielding, self-targeting attack buffs... The list of skill effects goes on.

You have to consider what your team needs in terms of skills, and often a Healer is in order to keep you alive.

When in Doubt, Choose the Highest Stats per Cost

Stats are king, and if you're having trouble putting a team together despite the rest of the information laid out here, they are a worthy team cost investment.

This is less the case in terms of REC and DEF, but is definitely the case with ATK and HP.

4-star and higher heroes generally have higher ATK and HP than below, so bear this in mind when picking a stranger as a sub-leader as well.

Bi-color? Tri-color? Quads?

You may not have much choice as to the elements present on your team now, but you will in time and it's going to become a prime component to your team building.

The amount of elements on your team is going to affect how easily you will activate heroes in combat (very important), as well as both the leader you choose if you have an elemental lead and the skills you should have on your team.

If you choose to go with a bi-color (2 element) team, it's imperative you have at least one card element changer or Ace spawn skill on it to ensure you can keep your team active on turns they otherwise wouldn't be able to act. Keeping your skill cooldowns moving is important, and they don't tick down if you don't activate a hero on a turn.

As a side note, bi-color teams should not be dark/light, as they use the same cards.

Tri-color teams are easier to keep active and do not require card-changing or spawning skills, though they are certainly a plus for clinch 20 draws.

Single Color?

I haven't tried this myself because it's risky and losing Energy sucks -- but if you're in the mood to try a single-color team be aware of what you need.

Spoilers: You need these in your element.

In order to run a single-color team you need:

  • Leaders (both you and a friend) with strong leader skills affecting only that color
  • At least two card-changing or spawning active skills
  • Active skills that are both high-tier and high-level so their cooldowns are low
  • Non-leader units with high stats, especially HP and ATK

The payoff for the risk of missing turns is large damage when you do end up attacking. The low cooldown active skills will keep your team active in combat with relevant element cards, and the high HP and ATK will ensure your team can take some heavy hits while being able to deal out heavy damage.

Adjust for the Dungeon You're About to Enter

This is the last piece of advice I have for you, and it's one of the most important: Change your team up based on the dungeon you're about to do.

You have to pay attention to elemental strengths and weaknesses along with trait interactions when you're about to go into a dungeon. For standard story content and Arena you can see the enemies you're about to go up against, but event dungeons don't have that information available while you're readying up.

Absolutely adjust your heroes based on element and alignment before ramming yourself into a dungeon and potentially losing Energy.

I think that's about it for the ins and outs of team building for beginners. Thanks for reading, and if you enjoyed this game please check out my other Battlejack guides!

Battlejack Beginner's Combat Tips Guide Mon, 28 Aug 2017 17:18:02 -0400 Ashley Shankle

Who would have thought a game combining typical mobile RPG mechanics and ultra-simplified Blackjack would be.. fun? But here we are with Battlejack, the latest Nexon-published mobile RPG and it actually doesn't suck. It's crazy!

If you went into or are going into Battlejack expecting an actual Blackjack-like experience, you're going to be disappointed. But if you go into it with the mindset that it's a Puzzle & Dragons-like with a card-drawing combat system, you'll be a little more prepared for what's in store with Battlejack.

In this guide we're going to be going over the ins and outs of the game's combat system and how you can make it work for you instead of against. Winning battles is easy enough until you get to the dusky land of the Haunted Forest, and from then on out, the game tests your heroes and combat instincts -- and failing one of those tests in combat means lost energy for you.

After playing a few days (and really enjoying) Battlejack, I've compiled some advice that I wish I knew or thought of before wasting a ton of energy on losing missions. And we're going to get into that right now.

Toss Blackjack Rules Out the Window

This is the first thing you need to always keep in mind -- while you may be rewarded for getting a hand equaling 21, the rules of the game are not that of Blackjack itself. There is no hand-splitting, there is no doubling down. You either get a number below 21, 21 itself, or nothing at all.

With that in mind, let's move onto a set of tips related to separating Battlejack from its derivative game.

Do Not Let Getting a Battlejack Tempt You; It's Better to Get a Small Hit in Than None at All

This is something I ended up learning the hard way and you may be, too.

It's all well and good to get the coveted 21 -- but if you're looking to do some damage and keep your skill cooldowns moving, you need to just accept getting lower numbers.

It's not Battlejack, but it'll do.

One thing new players somehow overlook is that your skill cooldowns do not tick down if you go over 21. That's right: If you bust (go over 21) or do not activate any heroes, that turn does not count toward your skill cooldowns.

It's a good idea to set a threshold -- a number you will generally try not to draw above, in case you go above 21. It's imperative to keep your cooldowns moving as active skills are a huge part of the game. My personal threshold is 14, but sometimes I go over. We'll talk about when to suck up smaller hits and when to risk a bust shortly.

When to Just Accept a Weak Attack and When to Risk Busting

So you've set your threshold -- now when do you break your own rules? Getting your skills ready to use should be your second priority, with your first being staying alive and the third being to kill your enemies.

When to risk busting

Avoiding drawing too high all the time just isn't all that fun, is it? Part of the fun is the risk, and there are certain situations where it's recommended to just push past your threshold and go for broke:

  • If the only way to beat the enemy or boss you're fighting is to do a large amount of damage very quickly
  • If the cards you've drawn have not activated any heroes (are not the color of any of the heroes on your team) -- you may as well try to get a 21 or an active color, since you'll lose that turn if none of your heroes can act
When to absolutely avoid busting

This should be pretty obvious:

  • When you are trying to get your skills ready to use, especially a heal

You never want to bust, but if you are in need of healing you must try to avoid busting. You usually need that HP more than you need to deal a large amount of damage.

As a side note, if you're hitting an armored enemy who is only taking one damage at a time, just focus on smaller hits to play it safe unless you're really in a bind and need to shoot for 21.

Make Use of Hero and Enemy Traits

It's pretty easy to overlook this aspect, but if you're trying to survive in Battlejack you need to know about hero traits.

Traits are those icons you see on a hero's information screen at the bottom left of their portraits. Some do additional damage to certain enemy types, such as Spell Caster to Magical enemies; while others have unique effects such as Undead being immune to Silence and having no Recovery.

I go over this in more detail in my Battlejack beginner's team building guide, though you can certainly see hero traits in-game.

To sum this up, know your hero traits and tap on enemies to see theirs to attack efficiently.

The Importance of Element

There are some mobile RPGs where elemental strengths and weaknesses are implemented but aren't real battle-changers until late game. That is not the case here.

Elemental strengths and weaknesses play such a huge part in how well you will do in a particular dungeon that you simply have no choice but to alter your teams to handle many element-specific dungeons.

Pay Attention to Enemy Traits and Colors Before Entering a Dungeon

This should be common sense, but it's not and you should definitely do it.

Traits are less important than element, but if you know certain enemies in a dungeon happen to be strong to most of your party (such as your whole team being Flying while the enemies are almost all Ranged), you need to do some character swapping before pushing forward.

3 Cards of One Color Grants an Area Attack

Just one thing to be aware of, and pretty handy!

Everyone on Your Team is Hit When an Enemy Attacks

This is one thing worth noting, in case you haven't realized it yet.

The HP bar you see is a combination of the health of all your heroes. No one individual can die, but they all individually get hit when an enemy attacks.

This should really drive home how important elemental effects are, as well as your characters' Defense stats. To add to this, individual characters can also be missed by an enemy attack.

Make Good Friends

At all stages of the game, the partner you choose to take with your party is important. It provides much-needed stats, a leader skill, and hopefully a good active skill.

Early on, you should try to choose friends who both have a strong active skill and are at 4+ stars at a high level. At early levels, those 4+ star high level heroes are immensely powerful and can completely turn the tides in your favor.

In Arena: A Tip on Enemy Focusing

This is my last combat-oriented tip, and it may just be one you need.

When going against other players in the Arena, each enemy is given a reserve shield that must be broken before you can actually deal damage to them. They cannot heal the shield.

One thing you definitely one to keep in mind when doing Arena is that you cannot deal damage past the shield amount on the same turn you demolish the shield. So if you break an enemy's shield on one turn with one hero, another hero can't just knock it dead on the same turn.

In addition, it's often best to focus the enemies who are either the lowest level of the bunch or have the most devastating active skill. Enemies in Arena can use their active skills outside of their turn, making them especially irksome.

That's it for this chunk of advice, though I'm sure to come up with more. Thanks for reading, and if you enjoyed the tips be sure to check out my other Battlejack guides.