Valiant Force Articles RSS Feed | Valiant Force RSS Feed on en Launch Media Network Valiant Force Training and Fusion Systems Guide Mon, 24 Jul 2017 10:30:20 -0400 ActionJ4ck

Training -- also called Card Fusion -- is vital for optimizing your heroes in Valiant Force. Because the training system is required for job advancement and key stat boosts, you will find yourself severely outmatched as the game goes on if you don't learn how to take full advantage of it. Luckily, we're here to help guide you through the process.

To unlock the ability to fuse your cards, all you have to do is achieve player level 7 (note that your player level is not the same as your heroes' levels). This can be done in a day or two as long as you remember to claim your daily quest rewards, as these grant a large amount of player XP. 

How to Train/Fuse Cards in Valiant Force

Now that you've reached player level 7, you can fuse cards by going to hero screen of the character you want to upgrade and selecting Train in the Job Level section on the right (see image above). Do that, and you'll be taken to a screen like the one below, where you'll be asked to select some of your other units to fuse into the center one.

Notice how different units contribute a different percentage to the main hero's training. The higher the unit's current number of stars, the more it will contribute. Feel free to use any units that only have the potential for 1-3 stars, as they are just fodder for your 4 and 5-star heroes. Even units with a maximum of 4-star potential will serve as fodder eventually, but in the early game you can still squeeze a lot of use out of them.

Once you've chosen which units you want to fuse into your center hero, simply pay the gold and watch the training bar increase. Don't forget that all units used for fusion will be lost forever, so double-check to make sure that you're not using anyone important.

Keep feeding units, and eventually your hero will achieve 100% Training, granting them instant stat bonuses. But it doesn't stop there. You just maxed out the hero's Job Training, but it still hasn't increased their Job Level. So why not? Odds are your hero hasn't reached their maximum Hero Level yet, which is 20. If you look at the image below, you'll notice there's both the Hero Level on the left side and the Job Level on right side.

Once your hero has maxed out both his/her Hero Level (20) and their Job Training (100%), you'll finally be able to upgrade them to the next Job Level by tapping the green Upgrade button on the right. 

Once you do that, you'll receive some sizable stat increases, a heightened max level for the hero's skill, and a +1 next to the unit's job name to denote their current Job Level. Their Training will return to 0% and their Hero Level will be brought back down to 1 so that you can experience the fun of raising them back up all over again. If you plan on advancing your hero into a more advanced job, then you'll have to get them to their current job +2


How to Get More Fodder For Fusion in Valiant Force

You'll probably burn through your supply of 1-3 star heroes quickly, but luckily acquiring more fusion fodder doesn't require too much effort on your part. Here are few methods:

  • Pay Gold: You can spend 45,000 gold to summon a pack of 10 1-3 star units, which will usually be enough to fully train a 3-star hero and most of a 4-star hero. Though you shouldn't overdo it at first, gold will become much less of an issue as the game goes on.
  • Farm: Maps 22-3, 23-3, and 24-3 are ideal for farming low-potential heroes thanks to their low energy cost to run and decent hero drop rates. 
  • Quests: Daily quests throw a surprising number of hero tickets at you, and doing them also grants you XP, gold, and items, so there's really no downside to doing them.
  • Be patient: you can get a free 1-3 star summon every day. While this method is admittedly slow, it also doesn't take up any play time or resources. It adds up, trust me.

Now that you understand how fusion and training work in Valiant Force, you are well on your way to assembling the ultimate fighting team. But if you want even more help, then you can check out some of our other Valiant Force guides here on GameSkinny.

Valiant Force Job Guide Sun, 23 Jul 2017 20:53:15 -0400 ActionJ4ck

With over 30 potential jobs for your heroes in Valiant Force, it can be a bit paralyzing to decide which job to advance your heroes into. After going through all that effort maximize your hero's level and training level, it'd be a shame to make a poor choice about their next job. Fortunately, GameSkinny is here to give you the rundown on each of Valiant Force's 36 jobs, as well as some quick tips on job advancement, so you can spend less time deliberating and more time playing.

How to Advance Jobs In Valiant Force

As you can see in the image above, each class has 6 different jobs--not counting the starting default one--beneath it in a branching tree. To upgrade a hero from their current job, they'll need to reach their max level and their max training level, as well as acquire a specific number of their current job's respective job Item. Don't worry about memorizing how to obtain each item; the job level section of each hero's info screen will help you with this. 

Advice for Advancing Jobs

Here a few more important things to keep in mind about job advancement in Valiant Force:

  • Not all heroes will have all of a class's jobs available to them, and some are not even eligible for job advancement at all. 
  • A 5-star hero can have up to a 5-star job, a 4-star hero can have up to a 4-star job, and so on.
  • Different heroes will receive different skills and auras from a job, so what job is best for one is not always what's best for another.
  • That being said, there is no real bad job. It's usually best to fill the needs of your own squad instead of going with the conventionally "better" path. For example, Kiera's MAG buffing aura as an Invoker would be pretty worthless to a melee-heavy squad, but would greatly benefit one with lots of Mystics. It all depends on your individual needs.
  • You can preview a hero's skills/auras with a specific job by going to the unit's info page, tapping the desired job in the job Tree section, and then tapping the little book icon in the job Level section. This way you'll never have to choose blindly.
  • Once you set down a path of job advancement, you cannot go backwards. So choose wisely and pick your 4-star job based on what 5-star job you want.

Now that you understand the basics, let's go over all the jobs currently in Valiant Force. We'll start with those beneath Champion class, and then continue with the Guardian, Healer, Mystic, Ranger, and Shadow classes in that order. Remember that you can use your browser's find tool if you're looking for a specific class/job.


Default Job: Warrior


Think of the Lancers as the junior Dragoons. They usually possess a very similar leaping ability that puts them next to opponents and deals damage to adjacent foes. Their auras, however, are fairly mixed in terms of their effects, so choose whichever hero-class combination sounds more appealing to you.


The Gladiators boast a high DEF stat relative to the other Champion classes. This, combined with their abilities' stun and debuff effects and auras that raise their allies' ATK or give their attacks a self-healing effect, makes Gladiators a more team-focused role in the squad as opposed to all out damage. 


All Dragoons come with a nifty leaping ability that puts them on an empty tile and deals huge damage to all adjacent enemies, which is just plain satisfying to use. It also comes with a bonus effect that varies by the hero, such as Vincent's self-shielding and Freya's stun+turn refresh. This is an excellent class for PvE.


Slayers are a bit more focused on damage-dealing than their Lancer counterparts thanks to abilities that burn the ground and auras that raise ATK. They aren't terribly different from Lancers, though, so pick between the two based on what you want that hero's 5-star job to be.


Sort of the go-big-or-go-home class of the Champions, the Berserkers boast crazy damage output but at the cost of their own health. In that same vein, their auras will either increase their allies' ATK or create additional attacks. They can be incredibly powerful as long as you remembered to bring a good Healer along. 


Warlord's excel at manipulating the battlefield more than the other classes, as their abilities allow them to pull enemies closer or knock them farther back. Their auras, meanwhile, trigger additional attacks or increase ATK, making them ideal for a physically-offensive squad.


Default Job: Knight


Choosing the Crusader path will give your heroes additional defensive power and buffs to allies. You'll want to choose this class over Zealot if you're just looking to build a straight-up tank.

Holy Defender

Holy Defenders can buff the HP or DEF of allies within their auras, as well as either remove negative effects from the party or remove buffs from the enemy. All Holy Defenders also come with the ability to taunt the entire enemy squad.


Paladins come with a very handy aura that gives them a high chance to soak up almost a third of all the damage dealt to allies within their area of effect. On top of that, their skill deals a sizable chunk of the damage they've received back to their opponent. Personally, I prefer the Paladin to the Holy Defender simply because it's convenient to heal one unit rather than a bunch of them, but hey, you do you.


The Zealot is a bit more interesting than the Crusader, in my opinion, granting auras that allow allies to heal based on the damage they deal and abilities that force enemies to move. 

Chaos Knight

All of the potential Chaos Knights' auras give solid buffs to either ATK and DEF or MAG and DEF. What's particularly cool about Chaos Knights is that their abilities allow them to swap places with enemies or move them to different tiles. You know, because they're chaotic and stuff.

Blood Knight

Each of the Blood Knights' abilities deals damage while simultaneously healing them using the damage dealt. In terms of auras, Aden and Victoria will buff or heal allies in their aura when the ally gets hit, but Darrion's aura makes everyone in the area heal based on the damage they deal. 


Default Job: Acolyte


This is your run-of-the mill pure healer job, and is the obvious choice over sage if all you're looking for is to keep your party's hit points up. It's not the not the most exciting job, but it's effective.


Inquisitors are better equipped for helping the whole squad than Archbishops thanks to their abilities being capable of healing the entire squad and removing all negative effects. Their auras also grant additional passive healing or a DEF and MAG buff. Inquisitors also win the coolest name award. 


Archbishops are better at healing/protecting individuals rather than the entire party. Their abilities will usually heal one unit for a much higher amount than the Inquisitor, as well as apply a shield or DEF buff. On the bright side, they do possess passive healing through their auras, so they are still somewhat capable of group healing.


What Sages lack in raw healing power relative to Priests, they make up for with offensive buffs and debuffs. If you're confident in your party's ability to stay alive without a massive amount of healing or want a bit more umph in your offensive presence, then the Sage path is the right one for you.

Prophet/Spirit Walker

The Prophet--or Spirit Walker, depending on your version--is both a healer and a damage booster, with abilities and auras that boost ATK, increase damage, reduce skill cooldowns, and grant minor healing. Though not as specialized in these fields as other classes, the job is useful in a variety of situations and squad compositions.

Witch Doctor

Witch Doctors possess lower healing output than other Healer jobs, but also inflict negative effects such as DEF debuffs and silence on enemies. Their auras trigger upon affected allies being healed, and cause them to deal poison damage to foes, making them a more aggressive option in terms of Healers.


Default Job: Mage

Spell Breaker

The choice between Invoker and Spell Breaker--if you have it--is basically a choice between damage or utility. Go with Spell Breaker if you want abilities and auras that delay enemies skill cooldowns or push them backwards. 

Mind Warder

The Mind Warders have the ability to delay enemy skill counters by 2-4 turns (depending on the hero), granting you some extra time to press the offensive or heal up before foes use their strongest attacks again. Their auras trigger buffs, debuffs, or extra attacks from those within the area when the hero or allies in the aura attack. 

Rune Magus

Rune Magus' abilities come with a knockback effect that pushes enemies 1 tile away from the user, which can actually be quite useful for delaying an enemy advance. Kiera's Rune Magus aura allows her to sometimes attack and push back foes when allies in her aura attack, while Ronan's and Zedd's are simple buffs to DEF and/or MAG.


As I touched on before, the Invoker side of the tree is much more damage-oriented, so go with the Invoker if you're in the need for more magical firepower.


These heroes' abilities mainly deal damage while applying effects that deal additional damage the following few turns. Their auras are simple buffs to MAG. While this may not sound overly exciting, packing the back row with them can be devastating to your foes.


The Warlock trades the Elementalist's bonus damage effects for things like charm and random teleportation, so the choice between them is really dependent on whether you prefer extra damage or some combat tricks. That loss of damage is somewhat made up for in their auras however, which trigger upon allies getting hit and cause the Warlock to strike back with poison damage. Personally, I think Warlocks are a lot more fun.


Default Job: Archer


Hunters' abilities typically inflict a stun or sleep effect with their damage while their auras are usually buffs to allies' ATK or CRIT. Personally, I find the Ranger class to be the least diverse in terms of its jobs, so it's hard to make any firm recommendations about whether to favor the Hunter path or the Marksman path. 

Grand Ranger

Grand Rangers' abilities will deal damage to an enemy, knock them back, and either stun (Kane) or sleep (Cybella) them, making them great for temporarily halting key threats. Their auras trigger on critical hits, and cause allies to attack and stun or knock back the enemy.

Royal Huntsman

As Royal Huntsman, Kane and Cybella instead gain the ability to slightly raise their own damage output, buff or heal an ally, and prevent enemies from attacking the user. They also have a small chance to attack when another ally in their aura gets hit. This is useful if you have a unit in the Guardian class that you want to shed all attention to, which is also good for triggering the Royal Huntsmans' auras. 


The Marksman class is kind of a mixed bag, with some heroes like Kane leaning closer to the Sniper/Sharpshooter's focus on damage while others like Winry are closer to the Gunslinger's due to their status-infliction effects. Ultimately, it really depends on which hero you're advancing and it's hard to say for certain whether Marksman or Hunter is a better option.


Oddly enough, Gunslingers abilities have a chance of sleeping, stunning, or silencing foes. I guess they dip their bullets in poison or something? Anyway, the Gunslingers' auras cause allies in the area to also attack upon defeating an enemy (Nadia), landing a critical hit (Cybella), or simply attacking (Kane). Keep in mind that the statuses inflicted by Gunslingers do not last as long as those inflicted by the Grand Rangers, so if you're in the market for a status-inflicting then you're better off with Grand Rangers when you have the option.


The Sniper/Sharpshooter (the name depends on your region) is basically all about the damage. Both their abilities and auras mainly apply ATK and CRIT buffs to themselves and allies, so go with these if your squad is a bit trigger-happy.


Default Job: Thief


Like its child jobs, the Kensei specializes in inflicting statuses with its abilities while their auras have a chance to trigger special effects when the user or others in the area attack. It's recommended that you choose Kensei over Rogue if you prefer directly debuffing your enemies over Rogue's tile swap shenanigans. 


Contrary to what their name might imply, Magebanes are actually not kryptonite to magic-users. Instead, they each have an ability that deals a bunch of magic damage based on their ATK or CRIT stats and inflicts some sort of status condition on the foes. Their auras--with the exception of Izumi--cause more units to attack or inflict statuses when they or someone within their aura attacks. 


Samurai abilities have essentially the same damage as those of Magebanes (magic damage using ATK and CRIT) but mostly come with enemy stat debuffs rather than status conditions. Also like Magebanes, Samurai auras have a chance of granting benefits when other allies within the aura attack. Their stat distribution can also be surprisingly tanky.


Rogues can be fun to play with thanks to the tile swapping shenanigans of heroes like Shizu as well as their chance to refresh allies' turns upon defeating an enemy. These unique skill sets can make them useful for a variety of situations, though you need to be smart about using them.


The ninja's abilities allow them to inflict a DEF debuff on an enemy, swap places with it, then drop into stealth. In terms of auras, Shizu and Kai have a nice chance of refreshing your all your units' turns upon defeating an enemy, while Kira's is a simple ATK and CRIT buff to allies, which is admittedly less exciting. 


Assassins abilities deal magic damage based on CRIT and drop their users into stealth with, Shizu and Kai also inflicting Stun and Silence respectively. Like with the Ninja class, Shizu and Kai's auras allow for turn refreshes, except now it's activated upon critical hits. Kira--always the oddball, apparently--sometimes triggers others in her aura to attack with poison as well. 

Now that you know what every job in Valiant Force is about, you can make the most informed decision about advancing your heroes and create the ultimate squad. But if you're still craving more info, feel free to check out some of our other Valiant Force guides here on GameSkinny.

Valiant Force: How to Use the Phoenix Hatchling Thu, 20 Jul 2017 10:55:16 -0400 Adreon Patterson

In the fantasy mobile card game Valiant Force allows, heroes, Nadia Jones and Vincent Dragnaros set out to battle other players and earn favor with the legendary phoenix.

One of the rare but critical necessities in Valiant Force is the Phoenix Hatchling, which is a great tool to help you on your quest for the legendary Phoenix. Hatchlings are important because they're essential game enhancers in dire moments of peril.

However, there seems to be a lot of confusion about how to obtain and use the Phoenix Hatchling in Valiant Force. But don't fret, here are some tips on how to do it -- and make yourself more powerful for the effort.

How to Get the Phoenix Hatchling in Valiant Force

Before players can use the Phoenix Hatchling, they must first obtain one. Here are some ways to do that:

  • Ancient Awakening: At end of this daily quest, characters must face a final boss called the Ancient Phoenix. Once the boss is defeated, an egg drops.
  • Achievements: With so many achievements, players can gain an egg as one of their achievements.
  • Lunar Tickets: For Lunar New Year, players receive Lunar tickets as a gift. Some tickets allow them to obtain an egg.

Once the player gets an egg, they might notice a triangular lock appear on the surface of the egg. Players can free the hatchling by selecting the egg, locating the 3D circle on the right-hand side of the screen, and selecting the red lock icon on the left of the egg.


How to Use the Phoenix Hatchling in Valiant Force

Once players free the Phoenix hatchling, they can fuse the hatchlings with their unit to boost training by 20%. This allows the player at any star amount to level up their combat skills faster, which is especially useful for 5-star units that take longer to level.

Using a hatchling can be very beneficial when it comes to getting the edge against enemies.

Now, that you know how to use the Phoenix Hatchling, go and find the legendary Phoenix! But before you leave, check out the rest of our Valiant Force guides for more tips:

Valiant Force Beginner's Guide Mon, 17 Jul 2017 10:29:45 -0400 ActionJ4ck

Valiant Force is a surprisingly deep tactical RPG. Though you may be tempted to jump into the thick of things right away, you'll quickly find that there is much to Valiant Force that goes unexplained in the tutorial or that you would only learn through trial and error.

Luckily, we here at GameSkinny have compiled a beginner's guide for this mobile game to help you hit the ground running. This Valiant Force beginner's guide is going to quickly cover choosing your heroes, Faiths, Classes, equipment, runes, and the garrison -- all of which you'll need to have a firm grasp of if you're ever going to save Arathos. Let's get started.

Valiant Force Heroes: Who to Keep and Who to Toss

As you've probably already noticed, each hero in Valiant Force is rated out of five stars based on their potential. It's the first criteria that you should be using to assess a unit's worth -- followed by Faith, which we'll talk about later. 

The difference between characters of different star ratings is huge, especially as the levels increase. The difference is so huge, in fact, that you shouldn't even bother training up your 1-3 star heroes, as doing so would simply waste your time and resources. Think of these units as simple fodder.

Eventually, you'll unlock the option to "train" your units by sacrificing others, effectively feeding them to each other. You'll want to use this option to get rid of most of your 1-3 star units while strengthening your 5 stars. (Check out our Valiant Force training and fusion guide for more tips on how to train properly.)

Obviously you won't have much of a choice at the very start of the game, but your first priority really should be to get enough 5-star heroes to fill up your main squad. 

That said, there is a group of 5-star heroes in the game -- called Valiants -- that are a cut above all others. They are Freya, Darrion, Lucille, Kiera, Kane, and Shizu. You'll get to select one for free at the end of the tutorial, but for the most part, you'll have to rely on random drops, login bonuses, etc. to acquire them. They are well worth it, however, and should be utilized whenever possible.

Valiant Force Tip: Yes, Faith Matters

In addition to using a unit's stars to measure their potential, you should also be weighing their Faith. Each hero has 1 of 6 possible Faiths, a randomly assigned modifier to its stats. You can find a hero's Faith by tapping the symbol to the right of their name on the hero information screen, where you can also see how that faith modifying a unit's stats. For your convenience, though, here's a quick rundown:

  • Zeus: Mostly balanced, but with poor CRIT and MAG
  • Ares: High ATK, poor MAG
  • Hera: High CRIT, poor DEF and MAG
  • Kratos: High DEF, poor CRIT and MAG
  • Hercules: High HP, poor CRIT
  • Athena: High MAG, poor DEF and CRIT

As you can see above, there is no universally best Faith; instead, they are each better for use with different types of units. You'll obviously want each unit to have a Faith that compliments its intended playstyle, and avoid Faiths that hinder it. 

Faith can affect units so much that a 4-star hero with the ideal Faith can often outperform a 5-star hero with a poor faith, so it is important to take that into consideration when deciding which heroes to invest in. That being said, don't despair if you draw a 5-star Valiant with a bad Faith. You can pay gold to re-roll it -- but just be aware that it's going to cost a good chunk of gold and another 5-star unit.

A Primer on Classes and Jobs in Valiant Force

When you draw a new unit, it will be one of six different Classes. Like most games, classes determine that unit's basic stats and playstyle. Here's a quick rundown:

  • Champion: Champions are the main melee-damagers. Though they boast phenomenal ATK, they have surprisingly low defense -- so don't go expecting them to tank any hits for you. 
  • Guardian: Guardians are your defenders. They won't dish out any crazy damage, but they can sure as heck take it. 
  • Healer: As the name implies, Healers heal things. Though useful, you'll have to keep them well-protected due to their squishy levels of DEF and HP. 
  • Mystic: Mystics kind of cover a wide range of magic-based functionality. They can use their magic for pure damage, or have skills that support the party in other ways.
  • Ranger: Rangers possess decent ranged damage output, but require protection due to their lack of durability.
  • Shadow: Though their ATK stats aren't super high, Shadows usually have high CRIT to balance out their damage potential. They also possess many skills to debuff enemies or inflict negative effects. 

Like Faiths, there is no absolute best class. In fact, it's a good idea to have a solid mixture of classes.

In addition, units can be further specialized with Jobs. Each Class has 6 different Jobs branching out from it (not counting the starting default job), for a total of 36 possibilities. Acquiring a Job has a few requirements, and you can check out our Valiant Force job guide for more information on that. For now, just know that your units can be eventually be further customized beyond Classes.

Pay Attention to Equipment and Runes in Valiant Force

Every hero comes with 7 equipment slots, plus up to 9 slots for runes. You would think that it's best to just equip all the best individual items possible, but you'd only be sort of right. 

You'll notice that pieces of equipment you acquire come with some sort of suffix at the end, such as "of Might" or "of Defense". This indicates that they are part of a set with other like-named equipment. If you gather more items of a set, then they grant additional stat bonuses. Because of this, it is actually sometimes better to stick with lower-level equipment in order to maintain the set bonus. 

A similar principle applies to runes. Each character can have 9 or fewer rune slots, but some runes will take up more slots than others. As such, you may sometimes find it more beneficial to unequip a higher-star rune in favor of several less powerful ones. The bottom line is that with items, higher stars does not always mean better gear for that unit.

Valiant Force Tip: Prioritize Your Garrison

The buildings in your garrison will provide a ton of useful benefits, but it'll take you a long while to get everything built up. Because of this, you'll need to prioritize which buildings get built and upgraded first. 

The first thing you should focus on is the Gold Mine. Used for everything from summoning new heroes to upgrading weapons and armor, gold is arguably the most important resource in Valiant Force -- especially for players who choose not to spend money on micro-transactions. 

Next, you'll want to prioritize the Salvage Yard, which will enable you to scrap much of the junk that you'll find throughout the game. After that, you should turn your attention to Armorsmith and Weapon Forge, which will allow you to craft much better armor and weapons using the materials obtained from the Salvage Yard. 

Next, consider the Marketplace and the Wishing Well. The Marketplace will give you access to a ton of useful items in exchange for gold and gems, while the Wishing Well simply gives you free stuff.

Don't even bother building the Alchemy Lab, Farm, Iron Quarry, or Mercenary Camp. The former three provide you with materials and such that can easily be obtained elsewhere, while utilizing the Mercenary Camp would only waste resources that could go to strengthening your own units.


Hopefully you're now on the right track to getting started in Valiant Force. With our beginner's tips in hand, you should have no problem sinking your blades into all the game has to offer. Don't forget to check back with GameSkinny for more tips, tricks, and guides for Valiant Force