Brigandine: The Legend of Runersia Cheats |
Brigandine: The Legend of Runersia
Cheats:
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Submitted by: David K.
Monster Tier List:
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Written by sREM43
A simple guide to various monster classes in Brigandine: The Legend of Runersia.
This information is absolutely subjective but I thought a tier guide might help
some of the newer players. Feel free to comment and I might come back and add more.
Most teams will want to have at least a tank and a healer then fill in the rest
with some damage.
Last note, if you get a monster with a blue star on the picture thats a mana
miracle! It will be slightly off in color and have better stats (Its a shiny).
-=Tanks=-
* S Rank
Giant Snake Great versatility, SS on the water, incredible breath attack.
Gets 5 movement speed on evolution.
(Rune cost 80/95/110) | Best land type Water
Dragons Great tanks, breath attacks, a little slow consider giving a movement item
if you have any spares.
(Rune cost 75/100/125) | Best land type Plains
* A Rank
Mandrake Not as pure tanky but great utility with the status effects.
Movement starts at a 3, gets to a 4
(Rune cost 70/90/110) | Best land type Forest
Golem OG style pure tank and a heavy hitter. (Also 4 Movement so a bit slow)
(Runepower cost 45/55/75) | Best land type Mountains
* B Rank
Gigas A lot of people dont seem to like the Gigas evolution line as much,
poor stat growth.
(Runepower cost 50/65/80) | Best land type Mountains
-=Damage=-
* S Rank
Demons Starts off a bit slow in my opinion, always a bit fragile but great damage
dealers. Good size MP, and meteor doom.
Runepower cost 85/100/120 | Best land type Sky
Lizardman The lizard boys can be a bit underrated at first, but once you get to
the final evolution they get to act twice every turn.
Runepower cost 40/55/90 | Best land type Marsh
Ghoul These guys are the ones in this game that start off a bit weak but end up
s a top tier. Lichs get life steal, the ability to rez monsters that can then
immediately act, flight with a huge movement range, and a little bit of ranged via venom.
Runepower cost 15/30/70 | Best land type Plains/Sky
(changes upon final evolution to Sky)
* A Rank
Angel Start a little slow, but end up with holy word, AOE healing, and good ranged magic.
Runepower cost 85/100/120 | Best land type Sky
Centaur Honestly, I havent used Centaurs as much as a probably should.
They are great to fill out a team with a bit of range DPS from what I hear from the community.
Runepower cost 35/50 | Best land type Forest
High Dog The doggos start off a bit slow, but Fenrir is a strong unit in the end.
The ability to move in get a hit off and then move out of the way is great!
(Obviously not as good the Lizards who literally get to act twice).
Runepower cost 35/50/70 | Best land type Plains
* B Rank
Roc The birds can debatably be in the A rank to me overall, because of the healing potential.
You get a choice between Phoenix and Simurgh. Phoenix is the better choice, you get AOE heals,
better stats, and Flame all at the cost of 1 movement.
Some people even use the Phoenix as a dodge tank.
Runepower cost 60/85 | Best land type Sky
Wyvern These flyers play similar to our hit and run doggos. Pretty strong, decent
evasion and the ability to hit and run but only at the Bahamut evolution.
(I could put them in B or C for me, they are just okay)
Runepower cost 60/80/110 | Best land type Sky
* C Rank
Elemental Flimsy magic dealers, then can move and then use their ranged attacks which
is their only positive to me. For the cost they are not bad, but overall I avoid them.
Runepower cost 30/45 | Best land type Sky
Mermaids Mermaids are less than mediocre on land, that being said if its a map with
tons of water they can be phenomenal. Trying to drag one of these around on every map
though? Painful, decent if you need some defense on a water heavy map.
Runepower cost 25/55 | Best land type Water
Goblins Squishy, weak damage, can be useful for paralysis but thats about it in
my opinion.
Runepower cost 30/45 | Best land type Forest
-=Healers/Support/Utility=-
* S Rank
Unicorn Your options here are Pegasus and Nightmare. Nightmare gets better stats, the
same healing abilities (just no Halo) and weakness & magic down at the cost of flying.
The only plus for the Pegasus is that it flys.
While useful, no better. Nightmare = S, Pegasus = A.
Runepower cost 40/55 | Best land type Plains (Flying for Pegasus)
Angel Angels are listed in both DPS and this category because they do some of both.
At top evolution Seraphs get AOE heal, holy word and divine ray.
Theyre great healers, just a bit pricy.
Runepower cost 85/100/120 | Best land type Sky
* A Rank
Imp I had a hard time figuring out where to place our little Imp/Gremlin friend.
Obviously his DPS is not great, hes squishy however React can be a game changer. If
you have a heavy hitter and an enemy rune knight moves right next to him. Hit them
with react you get to use TWO moves without moving or 1 with a move & one without.
I have smoked so many Rune Knight early in a fight because of react.
Thunder, Slient, and protect are also decent spells.
Runepower cost 20/40 | Best land type Sky
* C Rank
Mermaid They have some great spells, but after their MP is gone they useless.
Hard to drag around on most maps without water.
Runepower cost 25/55 | Best land type Water
Monster capture conditions and Retreat:
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Written by MiyabiSFG
* If you defeat the enemy Rune Knight, you may be able to capture the monsters he
was commanding. This happens with a probability.
* If the knight retreats himself, no capture will occur.
-=The following are special rules=-
* If the monster is charmed, the capture probability will be 100%.
* If a Knight has no base to retreat back to, they can be captured even if they try
to retreat himself. So this happens when the knight is in a dead end on the strategy
map.
* Players and AI have the same rules
* Using this rule, you can attack with a monster until just before retreating as a
knight, and you can retreat by damaging only the enemy army with zero damage to
your own army. (The enemy army loses some monsters, but we don't.)
From the moment the player decides to all retreat, another mechanic game that fights
the risk of capturing monsters and retreat begins. I feel so that this is one of the
unique points of this game.
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