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Bit Heroes – Advice and Strategies

14 December 2017, Thursday, 17:09:35


Advice and Strategies

Which stat is best? All three primary stats are useful, really — but it depends on what kind of character you want to build your stats towards. For example, damage dealers tend to like Power and Agility while tanks aim for having some amount of Stamina. A variety of roles are needed to make teams work – tanks can’t do much of anything on their own so they need to be backed up by damage dealers and/or healers, but a damage dealer without a tank to protect them won’t live very long.



So…which role is best? That will most likely be answered by your resources available, and to some extent your playstyle preferences. If you are a free player, it is generally easier to aim for a build focused on Power and Agility. Here is a small list of the more popularly referenced ideas people are running with:



Damage Dealer – Focusing on the primary stats of Power and Agility, this build seeks to do as much damage to enemies as possible. The faster you take enemies out, the less damage you’ll have to sustain. In the early game it is often suggested to balance the two primary stats out, though you can favor Power or Agility if you so choose. Being a damage dealer is very useful when your familiars are considerably weaker than you, and even later on it will remain a staple role in your parties.



Off-Tank – Mixing the primary stats of Power and Stamina together, this build takes hits from enemies and can also dish them out. Whenever you can mitigate an enemy’s attack using defensive substats, it’ll be easier to heal through – and having a good defensive pet means you can heal yourself for quite a bit of the damage you take. Usually the off-tank build leans more towards Stamina than Power, but some people find success when they’re balanced or even slightly in favor of Power. Relies on your familiars/friends to do damage, as well as having a good quality defensive Pet and Accessory to be able to react well to taking hits — so it’s usually put off for later in the game while you set these things up. I would recommend for people wanting to go this route later on to start by putting all their level-up points into Power and using equipment upgrades to raise the stat they need at the time (Agility equipment upgrades early to get through early zone content, Stamina upgrades later on when at raid dungeons).



Full Tank – Putting everything into Stamina, this build is designed to stall out the enemy team from hitting your damage dealers. This is not recommended early on as it requires extensive setup to perform well (a good defense Accessory, familiars/friends to do damage, and ideally the meta rune to redirect some attacks received by allies toward themselves), and only really performs its role admirably well in content at Tier 5 and above. Usually people wanting to go this route start out as a damage dealer and transition into this with a stat reset at an appropriate time.



Healer -Built similarly to a damage dealer with Power and Agility, healers often seek to keep their allies alive through the use of their healing abilities when needed, and to do damage to enemies otherwise. 1SP heals are almost always the thing that defines a healer, setting it apart from a typical damage dealer. I make this distinction of a role from damage dealer because it is important to have the option to heal yourself during the earlier battles of a dungeon, to keep yourself in top shape for the boss fight. This role tends to perform well in PvE, but not so much in PvP.



Lure Tank – Also similar to a damage dealer in terms of stat allocation, this is a specialized role designed to tank the weakest-health snipes that some enemies have. Enough Stamina to survive being hit, but low enough to be lower than everybody else on the team. This role mostly functions like a damage dealer aside from the stacked defensive substats, and is intended only for situations where the enemy’s targeted damage strikes are a substantial risk (Orlag Clan world boss fights being one of these potential scenarios).



Equipment makes up the bulk of your stats later on (for me it’s about 75-80% right now). Always look for stuff from your highest available zone/tier, and try to limit your upgrades of Epic-quality gear to no more than once until you start your first raids (after zone 3, the Lakehaven map). You’ll be glad you have the epic materials then.



Enchantments can also get you a few stat points along with some nice passive bonuses. They can drop from any zone, raid, Trials or Gauntlet. Early on you will just want to identify what you get and equip whatever gets you the highest stat total and/or the best extra bonuses. Re-rolls are rather taxing on your materials and you can’t really afford to try re-rolling stuff until later.



Regarding those Pet and Accessory slots in your equipment loadout, you won’t be able to find these things from dungeon loot. You can only get them from three sources: the gem shop, the guild shop, and occasionally the PvP/PvE weekly season rank rewards. However, most people end up using the gem-purchased pets and accessories — they’re fairly well focused on their advertised roles.



Usually people will reccommend the Large Defense Egg as a first gem shop purchase (not counting the forced tutorial of course). Defense pets will help you sustain your multiple-battle dungeon runs, which is what most of this game is about. Offense pets aren’t bad by any means, but they trade off the long-term survivability you’d get with the Defense pets for burst damage (which might have its uses for PvP settings, or at boss fights). Follow this up with a large Offense or Defense Accessory Box based on which of the roles you think you’ll want to play at the late game. Larges are preferred due to the guaranteed Rare yield, because the RNG tends to give you the absolute worst result pretty much all of the time.



Note that Pets and Familiars are two different things. Pets are equipped on your character to provide it with a special attacking or healing ability, whereas Familiars are monsters you bring along as teammates.



Gems are also sometimes used to bribe highly sought after Familiars. Usually this means bribing a Legendary-quality familiar, but on certain occasions you might also consider bribing an Epic familiar from the raid dungeons to complete a Legendary fusion. You’ll need 1600 gems to bribe a Legendary, and even if they may not be the most immediately useful of familiars they are part of some very nice fusions. People may recommend you buy one egg and box from the gem shop, then just save up for this and keep 1600 gems available at all times while buying more pets/accessories, buying extra raid shards, or saving for future shop sales. Until you have that 1600 gem buffer, try to keep at least 8000 gold on hand just in case that chance comes earlier than you’d like – 10% is not a favorable success rate at all, but it’s still better to be able to try for it as they can be significant game-changers in the long term.



What familiars you take with you in your party is in part decided by your luck with captures. Capture Rate bonuses exist to get you more chances at an offer, but there is no way to improve the persuasion success rate (aside from spending gems to guarantee success). Common tier familiars can mostly be ignored unless you want to complete your collection or need one for a fusion.



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