2021-08-29
In this guide, we will look at some of the 4* heroes and a couple of 5* that you get for free as well as through the Gacha system called the Recruitment Center that will get you started in the game and leveling these Heroes can benefit your team and help you in clearing the content that much faster. The faster you clear, the more options will unlock. The primary purpose of this guide is to explain to you that you don't have 5* Heroes in this game to start strong as 4* heroes can quickly catapult you till end-game, and till then, you will have enough opportunities to learn about the best 5* Commanders to use for End-game.
We will list these heroes with their Armies to give more context. You can download this game to play on PC.
Content:
These are the Heroes that you will get as the game progress as mission clearance rewards during at least the first chapter of the game.
Regular Army
Fio 5*
SV-001 5*
Marco 4*
Midori 4*
Trevor 4*
Mello 4*
Rebel Army
Norah 4*
Abigail 5*
Let’s look into each of them in a bit of detail to understand why they can be outstanding starter heroes.
Before we do that, you need to understand that the more you Lvl up your Commanders, they can unlock more of their skills to be more effective. Below is the Skill upgrades for a 5* Hero:
Ultimate and Talents
Unlocked at Lvl 1
Skill Lvl 2 unlocked at Lvl 101
Skill Lvl 3 unlocked at Lvl 161
Ability 1
Unlocked at Lvl 11
Skill Lvl 2 unlocked at Lvl 21
Skill Lvl 3 unlocked at Lvl 121
Skill Lvl 4 unlocked at Lvl 210
Ability 2
Unlocked at Lvl 41
Skill Lvl 2 unlocked at Lvl 61
Skill Lvl 3 unlocked at Lvl 141
Skill Lvl 4 unlocked at Lvl 221
Passive
Unlocked at Lvl 81
Skill Lvl 2 unlocked at Lvl 181
The Skill upgrades for 4* Heroes are faster than 5* Heroes, which means that if you Lvl 4* Heroes early, you will have more skills at your disposal and can make good synergies if more of the same Faction are on the same team. Faction bonuses provide you with boosted stats, which we will discuss in later sections. Now early skill unlocks doesn't mean they become better than 5* heroes as 4 * Heroes have much lower stats than a 5* and in the long run, 5* will outshine every 4*, but for the early start, 4* are the best bang for the buck.
4* are the best bang for your bucks is as we said, firstly due to faster skills and Lvls unlocks. Second, you can build up a team around your Faction bonuses to enhance your team's DMG and synergy. Faction Bonus usage can propel you till the content becomes more difficult, and then you bring in your 5*, which depends on when you finally pull them.
Below are the skill ups for a 4* Hero:
Ultimate and Talents
Unlocked at Lvl 1
Skill Lvl 2 unlocked at Lvl 61
Skill Lvl 3 unlocked at Lvl 121
Ability 1
Unlocked at Lvl 11
Skill Lvl 2 unlocked at Lvl 21
Skill Lvl 3 unlocked at Lvl 81
Skill Lvl 4 unlocked at Lvl 141
Ability 2
Un-available to them
Passive
Unlocked at Lvl 41
Skill Lvl 2 unlocked at Lvl 101
So, if we write it down according to Lvl wise unlocks, you can see what your initial milestones should be:
Lvl 1
Ultimate Lvl 1 Unlocked (both 4* and 5*)
Talents Unlocked (both 4* and 5*)
Lvl 11
Requires 1k Gold, 400 XP, and 10 Unit medals
Ability 1 Unlocked (both 4* and 5*)
Lvl 21
Requires 4k Gold, 900 XP, and 40 Unit medals
Ability 1-Skill Lvl 2 (both 4* and 5*)
Lvl 41
Requires 8k Gold, 2.7k XP, and 100 Unit medals
Ability 2 Unlocked for 5*
Passive Unlocked for 4*
Lvl 61
Ability 2-Skill Lvl 2 for 5*
Ultimate Skill Lvl 2 for 4*
Lvl 81
Passive Unlocked for 5*
Ability 1-Skill Lvl 3 for 4*
Lvl 101
Ultimate Skill Lvl 2 for 5*
Passive-Skill Lvl 2 for 4*
Fio is the first 5* Hero you get in the game, so you can focus on her immediately and level her first. Her Battle Field Instinct from her Talent gives her a 10% increase to her Crit rate, which is a boon early on, and she can deal more DMG if she lands it. Her second Talent is Conductor, which is directly tied to her Ultimate. As soon as she activates her Ultimate, a huge Thunder Cloud is summoned, which deals DMG equal to 28% of her ATK 16 times. This Thunder Cloud deals damage to all enemies, making it the best skill to clear out mobs early in the game. Prioritize Lvling up this skill and her ATK stats to gain maximum benefit.
Her Spark Blaster and Electro Bomber deal damage to multiple enemies, and their skill Lvl increases that DMG done. Her Passive combat stats further increase her Crit Rate, helping her deal more DMG through her Ultimate.
Like all units in the game that start with their Ultimate ability and Talents, you should look at the Lvls upgrade list, written below, to see the critical milestones. In Fio's case, Spark Blaster unlocks at Lvl 11, which deals DMG to enemies in a line, so this can be multiple enemies. The next Milestone is Lvl 21, upgrading Spark Blaster, which increases the DMG from the ATK stat. The 3rd Milestone is at Lvl 41, which unlocks Electro Bomber, so now she has two abilities to work with. The 4th important Milestone is at Lvl 61 and 81 as at 61; she can upgrade Electro Bomber while at Lvl 81 she can finally unlock her Passive that increases her Crit Rate by 1.5 times from her Battle Instinct Talent.
Her final important Milestone for early to mid-game is Lvl 101, where her Ultimate ability's DMG is increased by 20%. At this Lvl, she has everything unlocked and some good gear under her belt and where she can easily carry her team due to the AoE nature of her Ultimate. To summarize what we said above, she is the best Farmer in the game to speed up early game progression exponentially, so pulling for other 5* heroes early on isn't necessary.
Above, we talked about Fio being the first 5* you get, and all her abilities are pure ATK DMG, while her Ultimate is the best AoE farming skill for early to mid-game. The next Commander we are going to discuss is Mello. Firstly because she is a 4*, this guide is about the best Heroes to start the game with to have an easy progression, and the second reason for discussion is her Talent, the Shield Terminator, because she deals 100% increased DMG to enemies with Shields.
Some difficult content in the later stages will have heroes with shields, or they can give to their Allies, making defeating those stages difficult for you. That's where Mello being an early game free 4*, becomes much more critical due to her Shield Terminator Talent. Her Electromagnetic Cannon at skill Lvl 2, debuffs the enemies from gaining shields for 15 seconds, further increasing her use with Shield enemies. Finally, her Passive increases her DMG to Shielded enemies up to 150%.
The first Milestone for Mello is getting her to Lvl 41, where she unlocks her passive Space-Time Traveler, so she can deal 150% additional damage to shielded enemies to help your team. The second important Milestone for her is Lvl 61, so she can unlock Ultimate Skill Lvl 2, giving her a shield block for enemies. Finally, her Lvl 81 and Lvl 101 milestones where she gets her Ability 1 upgrade, and secondly, her Passive gets buffed up to 2x, meaning now she can deal 200% DMG to enemies having a shield. You can have her as a permanent member of your team or swap her in and out when needed.
If you want to swap her in and out, you need to be familiar with the Command Center mechanic, which we have explained later in this guide. You get Mello as a reward for clearing Chapter 1 or at least a dupe of her.
After discussing a Rush type and DD unit as Fio, a 5*, we addressed a Suppression and CC unit in the form of Mello, a 4* Commander. Now we will discuss our actual Tank, SV-001, a 5* that you get very early in the game. SV-001 will be your 2nd free 5* that you can obtain.
SV-001 is a Tank in both literal senses, and he is a tank called Slug in Metal Slug Universe. SV-001 has a DEF role in the game, an Assault type unit that functions as the tank in your team. His skill is geared towards becoming a wall between enemies and you.
Its Talent, Tank Body, increases its HP as long as it is in combat on the battlefield. This HP increases to twice the amount with his Flexible Armor Passive making the max HP increase by 20%, making him survive longer in battle. The second Talent increases the ATK % of your Rush Type units, and in our case, we have Fio and Mello, both Rush type Heroes, making this 3-way combo a fantastic synergy.
His active abilities, Grenade Barrage, and Ultimate ability, Tank Collision, are pure regular and AoE ATK DMG abilities. They don't have anything fancy attached to them. These abilities give him ATK to deal DMG too as a frontliner while staving off as much DMG as possible for your rear heroes to finish off all the enemies.
His First Milestone is reaching Lvl 11 and 21 to unlock his first ability, Grenade Barrage, and then upgrade it to Lvl 2. The 2nd Milestone for SV-001 is at Lvl 81, which would unlock his Passive to make his Tank Body 1.5x making him more Tankier with increased bonus HP in combat. After that, you can Lvl him up whenever required along with other Heroes of your team.
After Discussing a DD, a CC cum Suppression unit, and finally a Tank, let's discuss our Support 4* Healer who belongs to the Regular Army. She can be a great asset to your team early on because she is a Healer and an easy-to-get hero. Secondly, because she is a Regular Army Commander, you can fill your five-slot Roster with her to fulfill your final target of getting the faction bonus of 5 Commanders from the same Faction.
Her Talent Genius Mechanic synergizes well with SV-001 as it gives more healing to the DEF type unit, so you should place her behind SV-001 out in the combat.
Her first important Milestone occurs when she reaches Lvl 11 and then Lvl 21 as at first, she unlocks her healing ability, and at the second Lvl, she upgrades that ability to make her healing stronger. Her next important Milestone is at Lvl 61, where she can boost her Ultimate ability, which makes her Heal and Buff that much stronger. After Lvl 61, you can Lvl her up as needed and equip her with the next best gear you can find.
Stats are at Level 160 |
|
Army |
Regular Army |
Role |
Support |
Trait |
Long-Range |
Type |
Special Unit |
HP |
132k |
ATK |
11k |
DEF |
1.6k |
Power |
40k |
Gender |
Female |
Origin |
Secret |
Birthday |
Unknown |
Height |
155 cm |
Weight |
40 kg |
Special Skills |
Engineering |
Blood Type |
Unknown |
Affiliation |
Mechanic |
Hobby – Listening to music.
Talent – Genius Mechanic: Healing given to DEF type units increases to 50%. Her first Active Ability, Emergency Repairs, heals allies based on her ATK stat, while her Ultimate ability Firework Sky heals all allies and after that grants them ATK and DEF buff to make them stronger. Her abilities are geared towards benefiting allies and making her a vital part of the early game team combo.
Emergency Repairs (Active Ability) – Midori carries out Emergency Repairs for injured Allies and restores 50% ATK value as HP.
Lvl 2: Healing amount increases to 80%.
Lvl 3: Healing amount increases to 110%
Lvl 4: Cast interval reduced.
Tetsujin-Kun GOGO (Active Ability) – Midori Summons a Tetsujin-Kun Mecha to charge forward and deals a total of 108% of ATK as DMG.
Lvl 2: DMG increased to 108% ATK.
Firework Sky (Ultimate Ability) – Midori fires Fireworks to cheer on Allies; all Allies gain 9% of ATK as HP per second. It also increases ATK and DEF by 10%. Lasts for 5 seconds.
Lvl 2: Heal increased to 19% ATK, DEF bonus increased to 15%.
Lvl 3: Heal Increased to 29% AK, DEF bonus increased to 20%.
Background – She lost her parents in the Regular and Rebel Army war and was subsequently put in an orphanage. Marco, by happenstance, saw her thirst for Talent and brought her into the Regular Army. It quickly blossomed, resulting in her being in charge of the Army's weapons and ammunition. She is childish and tends to refer to herself in a third-person view. Though she longs for her parents, she is glad to be with her new family.
Midori is responsible for making a vast array of the Regular Army's weapons used by many members of the Army. She developed the Thunder Shot (generally used by Fio), a leg attachment for Rita, E.G.G., three egg-shaped drones based on a high-ranking Rebel Army officer’s drone, which Gisee uses, and more importantly, Rocky's gauntlets.
Her combat style tilts towards a playful and childish side; she carries a knapsack containing a spring-loaded boxing glove and a "toy" gun that shoots balls at various degrees. She developed the "TETSUJIN-KUN" line of Slug Tanks; aside from being colorful, they also have devastating power; six of these also carry a ready-to-assemble cannon that can shoot out powerful explosions. She also made the Giant Copter, a massive moving tank that shoots bigger balls to engulf the enemy.
During the Extra Ops, "Rising Iron," the Regular Army's base is under continuous ATK by the Rebel Army. Marco is thinking about getting reinforcements when Midori comes and asks Marco if she can join the fight. Eri is initially reluctant due to the engineer's young age and lack of combat experience, but the two veterans decide to let her fight. While Eri advises her to stay within range, Marco asks her two robots to protect her. After repelling the attack, the robots picture her and her family, making her cry. Marco asks Eri to help her since they were both orphans of the war.
In "United Front the 3rd", Marco tries to evacuate Midori as the base is overwhelmed by the Rebel Army and their high-tech weapons. However, Reika and her corps arrive in time and relieve them from the barrage.
In the next United Front, Midori gifts Marco with a customized Slug Gigant, painted Gold to imitate the golden war tanks used by the Rebel Army.
Midori later followed Marco and Gisee in investigating and destroying a Land Blowfish.
She's later seen having fun with Growl's tiger companion before setting out on an operation. When Growl comes back after battling Marty and Tank, Midori is happy to see them again. Growl states "shinies," which she translates as him wanting to trade in his coins before the shop closes, but Growl states the exact phrase again while pointing at her, much to her surprise.
Marco is our final Hero for the Beginner's Heroes section, as he will complete the 5 Commanders required for you to make a complete team. All five will be from Regular Army, so you will get the total Faction Bonus to make your Progress easier in the game's early stages. You can see the faction bonus in the preceding section of the guide. Secondly, in the following sections, we will discuss some other 4* Heroes that you can mix and match as per your requirements. For a detailed guide on all our 5* Heroes, read our Comprehensive Guide on them.
Marco has been one of the main Protagonists in the Metal Slug universe, and the same is the case here. He is a reliable Commander, and he has a few tricks up his sleeve. His Talent is that he gets 50 points in combat while on the battlefield. His first ability is Weapon Master, which is a Passive skill. He randomly fires from 4 weapons available to him, all having CC with dealing DMG. For example, he can inflict burn if he first with Flamethrower, with Iron Lizard, he can Lifesteal, and so on, which makes this skill one of the most important ones for Marco.
His Ultimate skill is no different, Fire Dump calls in Arial Support and gives him three weapons to shoot from one by one, and his DMG is increased with each of the weapons, making his Ultimate a massive Burst of DMG. This Burst DMG is why he should be placed in the top lane to quickly order enemies in his lane and then come down to support his other allies in the bottom lane.
Seeing the explanation above, we concur that Marco has two critical milestones. The first is to upgrade his Weapon Mastery skill as soon as possible, and the Second Milestone is to boost his Ultimate. The Weapon Master ability unlocks at Lvl 11 and can upgrade further at Lvl 21 and 81 for the Early game. His Ultimate skill is upgraded at Lvl 61 to make him that much stronger. So, for the Early game, Marco is best when he reaches Lvl 81 to unleash his potential. After that, you can upgrade him as needed and equip him with the next best gear whenever possible.
In this section, we will one by one discuss the other 4* Heroes who can benefit your early game, and you can mix and match every Commander in this List to your liking. There are a couple of 5* Heroes that you will also get, which are explained here. Following are the 4* Heroes that are easy to recruit in the Talent center and subsequently upgraded to Corporal Stage from where they are somewhat on par with 5* Heroes. You can get this information from our Beginner's Guide. Following are other 4* Heroes you can Recruit quickly:
Regular Army
Trevor
Rebel Army
Formor
Norah
You get her as a free unit early on
F. Rebel Infantry
Space Army
Teleko
Barbeln
Percier
Desert Army
Mummy Defender
Samurai Tanks
Ohumein-Conga
Let’s discuss them one by one.
"I'm going to make scrap metal out of you, pal!!" - Trevor's pet phrase.
Trevor is another Rush-type unit, and you get a free dupe as soon as you can finish Chapter 2 in the Story mode. You can use him in either Marco or Fio as he supplies the same role, but we wouldn't recommend using him in place of Fio as she is a 5* and an early drop.
His backflip skill can move him away from danger while also dealing with some DMG; increasing this skill Lvl can increase the distance of the backflip, which gives him enough time to shoot down the enemy as he is a long-range Commander and can fire from afar. This skill can be comboed with his Dagger Attack. His Ultimate Homing Missile is an AoE skill and good for mobs. His primary use can come in the form of his Genius Talent, by which he can nullify an enemy's Exit Battlefield effect, a prime example of which is SV-001 who can deal massive amount when its HP reaches zero. You can use him for Silver Bullets where enemies have such effect.
Stats are at Level 160 |
||
Army |
Regular Army |
|
Role |
Assault |
|
Trait |
Long-Range |
|
Type |
Rush Unit |
|
HP |
132k |
|
ATK |
11k |
|
DEF |
1.6k |
|
Power |
40k |
|
Gender |
Male |
|
Origin |
Korea |
|
Birthday |
2010.6.25 |
|
Height |
183 cm |
|
Weight |
73 kg |
|
Special Skills |
Computers |
|
Blood Type |
AB |
|
Affiliation |
Sergeant in the PF squad |
|
Interests – Program and Parts.
Genius Talent – Silver Bullets: Trevor can nullify Energy Battlefield Exit Effect for 2 seconds.
Backflip SMG Rapid Fire (Active Ability) – Trevor leaps back and uses SMG to deliver a rapid shot. He dodges all attacks during this period. Each bullet deals DMG of 20% ATK.
Lvl 2: Increases Backflip distance.
Lvl 3: Each missile deals 23% ATK DMG.
Lvl 4: Each missile deals 25% ATK DMG.
Dagger Kick (Active Ability) – Trevor gets close to the enemy and attacks them with a Military Dagger hidden in his boot, dealing 300% of ATK DMG and lowering the Target’s Accuracy by 15 points for 5 secs.
Lvl 2: Additionally, reduce ATK by 15%.
Homing Missile (Ultimate) – Launches 4 Homing Missiles, dealing 225% of ATK as Ranged DMG and lowering surrounding Target’s Accuracy by 15 for 5 secs.
Lvl 2: Each DMG dealt increases to 275% of ATK.
Lvl 3: Increases explosion radius.
Background – Trevor received his first computer at the age of three as a gift from his parents and completely understood binary codes and computer languages by seven. During his summer recess from school, he usually worked on creating anti-virus programs for his homework assignments, still used by his school against growing threats from the Internet. His ability to understand computer languages enabled him to be assigned to the scout regiment of the Regular Army. Finding respect for Marco, he then signed up to enroll into the Peregrine Falcons - later on, Trevor became a Sergeant in the P.F. Squad. After the events against the Amadeus Syndicate, there are rumors that he retired to the Regular Army to work as a security programmer.
Trevor is one of the unique members of the Special force of the Regular Army. He has taken part in the programming of the Virus used to Hijack other countries' military systems. After he started the action to gather the intelligence of [Amadeus Syndicate – those God loves], he started the mission to prevent this terrorist group alongside Marco.
Trevor is secretly a Mecha nerd too. He has excellent knowledge of computer science, making him a formidable ally to Marco. His computer is the high-spec PC that he built himself. Some say that Trevor always likes to flaunt his knowledge of computers. He has once said things like this computer could do almost anything with a sense of audacity. The people around him always prefer to steer clear of him.
But he is more than just a nerd. In melee combat, he can take out multiple fighters with his excellent kicks. In the face of this influential person, it appears to be hard to get closed to him. On the contrary, you will realize that he is a good listener and can always complete his mission n time. His senior comrades also like him for that. However, he grows tired of this kind of unnecessary communication himself.
He is very popular; there is a girl who has a crush on him.
"Morden's Armies have developed this Slug. It moves faster than any Slug Tank of the Regular Army despite its size."-MSD/MSA info.
Formor is a Tank through and through; his Genius Talent Stacked Armor increases his DMG reduction and needs to be attacked multiple times to remove that while his Passive Thick Armor increases his DEF further. The lower the HP of Formor, the higher the DEF gets. His Ultimate includes a stun in it, so in short, Formor is a good frontline DEF and providing a Stun with his ultimate.
His main Milestone aligns with his Ultimate to utilize the Stun more efficiently and his passive to increase his DEF and Stats. Therefore, Lvls 41, 61, and 101 are Lvls where both of these skills are upgraded.
Stats are at Level 160 |
||
Army |
Rebel Army |
|
Role |
DEF |
|
Trait |
Medium-Range |
|
Type |
Assault Unit |
|
HP |
215k |
|
ATK |
6k |
|
DEF |
2.9k |
|
Power |
40k |
|
Gender |
Tank |
|
Origin |
Korea |
|
Birthday |
Unknown |
|
Height |
2.7 m |
|
Weight |
40 t |
|
Special Skills |
Unknown |
|
Blood Type |
NA |
|
Affiliation |
Rebel Army |
|
Genius Talen – Stacked Armor: When the battle begins, gain 30% DMG Reduction, lose one layer each time you’re attacked.
Crushing Firepower (Active Ability) – Formor fires its cannons directly ahead; each burst of the Machine Guns deals 60% of ATK as DMG, the main Cannon deals 150% of ATK as DMG.
Lvl 2: Machine Gun DMG increases to 80% of ATK, Main Cannon DMG increases to 180% of ATK.
Lvl 3: Machine Gun DMG increases to 100% of ATK.
Lvl 4: Cannon explosions will reduce the accuracy of surrounding units by 15.
From Above (Ultimate Ability) – Formor Leaps into the sky and smashes into the ground, dealing 100% ATK DMG to units within 7% meters. Enemies within 3 meters take 50% ATK DMG and are inflicted with Stun for 3 secs.
Lvl 2: Deals 100 ATK DMG to units within 3 meters.
Lvl 3: Stun duration increases to 5 secs.
Thick Armor (Passive) – Formor’s DEF increases by 15%. DEF boost increases as HP decreases (max 20%).
Lvl 2: Basic Stats increases to 25% (max 35%).
Background – The Formor is twice as big as a regular Metal Slug, painted green. The Formor is mainly a smaller version of the Ptolemaic Army's giant Metal Rear, with more maneuverability but is less potent than its big cousin. Instead of the Vulcans, the Formor utilizes what appears to be autocannons.
The Slug was developed by the Rebel Army, hoping to surpass the SC-001 of the Regular Army. It is not only equipped with a massive engine but can also raise its front wheel and exclusively rely on its read wheels to move. It is a slug with high mobility. When it depends on its rear wheel, even though it can withstand the enemy's fire and ravage through the battlefield, but it is also damaged when it returns.
Unlike the giant Slug, its relatively smaller body allows it to nimbly travel through the battlefield, allowing it to disrupt the enemy's attack. Its light body and flexible action make the enemy encountering it refers it to as Little Demon.
However, Formor is a small slug. It can accurately spin. If the driver has a poor sense of semicircular canals, they might likely get carsick from driving it. Therefore, the drivers of Formor must undertake intense special training to enhance their semicircular canals.
Most of the members cannot withstand the harsh training. Only those who are born with mighty semicircular canals can have a chance to ride Formor. People also believe that this design can be more ideal for humans. However, nobody appears to be bothered with modifying it. Therefore, it is still pretty off-limit to some drivers.
Norah is gifted to you in the game right before you fight a mini-boss who deals fire DMG and can burn your Commanders where Nora is useful as nearby allies are immune to burn due to her Genius Talent, Burning Breath. Along with Burning Breath, she has another skill to benefit your team: Flame Core, which reduces enemies' defense near Norah.
Her other ability is a passive called Departure Gift, from which she deals massive DMG when she dies; this skill can only be countered by Heroes like Trevor, as we have just mentioned above. Her Ultimate Flame Dragon's Breath is also a fire-based skill that deals massive DMG to your enemies and burns them afterward.
Stats are at Level 160 |
||
Army |
Rebel Army |
|
Role |
Assault |
|
Trait |
Medium-Range |
|
Type |
Special Unit |
|
HP |
115k |
|
ATK |
12k |
|
DEF |
1.5k |
|
Power |
40k |
|
Gender |
Female |
|
Origin |
West Europe |
|
Birthday |
Unknown |
|
Height |
155 cm |
|
Weight |
52 kg |
|
Special Skills |
Handling burning weaponry |
|
Blood Type |
NA |
|
Affiliation |
Burner Ranger of the Blaze Brigade |
|
Genius Talent – Burning Breath: Norah and all her allies within 6 meters become immune to Burn.
Flame Core (Passive) – When Norah is present, the surrounding air will become super-hot, rendering the enemy units who are near her to reduce DEF by 8%
Lvl 2: DEF reduction effect increases to 10%.
Lvl 3: DEF reduction effect increases to 12%.
Lvl 4: DEF reduction effect increases to 15%.
Departure Gift (Passive) – When Norah takes fatal DMG, her Flamethrower will explode, dealing 550% ATK DMG as True DMG to the surrounding enemies (Ignores DEF).
Lvl 2: Damage Dealt increases to 650% of ATK.
Flame Dragon Breath (Ultimate Ability) – Norah creates a Fire Dragon to attack forward enemies, dealing 500% ATK as special DMG. Once the Fire Dragon uses Fire Cannon 1 time, deal 300% ATK DMG and inflict DMG equal to 2.5% of the target's current HP every second for 5 secs.
Lvl 2: Dragon Form DMG increases to 600%, Norah can activate Dragon Cannon three times
Background – Norah is one of the Blaze Brigade's members. She initially served Beatriz but was transferred to the Blaze Brigade under Abigail's orders to celebrate its inception.
Unlike Grazia and Loretta's superiors, Norah wears a more insulated suit and doesn't have her war machine. However, she has an introduction to their signature induction particles and carries two hand-held torches rather than a single flamethrower. Norah wears an extraordinarily insulated and fireproof suit to prevent the risk of accidental immolation due to being in closer proximity to her fires. She utilizes two different flames - the typical orange and rarer blue flames, the latter of which symbolize the Frozen Brigade per Beatriz's request.
Due to her excellent relationship with Beatriz and Grazia, Norah is torn between the two, as shown in her victory animation, should both be placed on the same deck as her. When alone without her superiors, Norah is surprisingly relaxed.
She is a soldier who can use a flame whip to fight. They belong to Grazia’s Blaze Brigade. Grazia joined the Rebel Army at a very young age. Her earnest, diligent and obedient character made her stand out among her peers in the eyes of Beatriz. The latter appointed Grazia as her direct adjutant. She has been fighting bravely for Beatriz. They spend days and nights together, and Beatriz's style somehow influences her. Now her speech and demeanor are as overbearing and mean as Beatriz's. Beatriz always tells her that she needs to be careful of her actions as a lady on the battlefield.
Therefore, now she is following Beatriz's indoctrination. She will humiliate the enemy and crush them. Ever since then, Blaze Brigade is founded by Rebel Army, and Grazia was appointed as the Brigadier. Norah is transferred from Beatriz's troops to Blaze Brigade as the celebration gift for Grazia's new unit. After joining Blaze Brigade, she receives her new special toy – A flamethrower. Norah manages to learn how to use it properly in a short period. After getting familiar with this new toy, she knows how to burn the surrounding enemies into ashes instantly, which helps her create a glorious result.
She is extremely loyal to the new officer, but she still has feelings for the old superior, Beatriz. She is continuously swaying between the two new officers.
F. Rebel is CC support Commander from the future who excels in Stunning your enemies. His Electromagnetic Charge stuns the enemies when he dies, his skill of Paralyzing Palm Banishes the enemy so that they cannot move or attack, and even Restraining Rounds has Stun in it. He is an excellent asset to the team as if he can Stun 2-3 enemies initially in combat; your team can easily have the upper hand in battle.
Stats are at Level 160 |
|
Army |
Rebel Army |
Role |
Support |
Trait |
Long-Range |
Type |
Special Unit |
HP |
182k |
ATK |
8.5k |
DEF |
2.5k |
Power |
40k |
Gender |
Male |
Origin |
Future |
Birthday |
Unknown |
Height |
175 cm |
Weight |
65 kg |
Special Skills |
Unknown |
Blood Type |
NA |
Affiliation |
Combination of Present and Future |
Interests – Ice Cream
Genius Talent – Electromagnetic Charge: (Battlefield Exit Effect) When F. Rebel Infantry dies, all enemies are inflicted with Stun for 3 secs.
Paralyzing Palm (Active Ability) – F. Rebel Infantry uses Paralyzing Palm on the farthest enemy, dealing 150% ATK DMG and inflicting Banish for 2 secs (cannot move, use skills, or be targeted).
Lvl 2: Banish time increases to 2.5 secs.
Lvl 3: DMG increased to 180% ATK.
Lvl 4: Banish time increases to 3 secs.
Control Enhancement Core (Passive) – In combat, every time one enemy is Stunned or Banished for 1 sec, F. Rebel Infantry receives a 5% ATK boost, max 20%.
Lvl 2: Obtain a 6% ATK boost each time up to 30%.
Restraining Round (Ultimate Ability) – F. Rebel infantry shoots 2 ricochet restraining rounds, dealing 250% ATK DMG and inflicting Stun for 2 secs.
Lvl 2: Each restraining Round increases the DMG to 300% ATK. Stun duration increases to 2.5 sec.
Lvl 3: Each restraining Round increases the DMG to 350% ATK. Stun duration increases to 3 sec.
Background – F. Rebel Infantry, made of the Rebel Army, is summoned from the gate collecting the present and the future. At first, he was confused by the gap between the modern world and the future world but soon gets accustomed to everyday life. But in fact, it Is said that he had to get used to contemporary life because he didn’t know how to go back to the future as the gate was closed.
On the battlefield, he gave full play to his future ability and won an overwhelming victory. When attacking the enemy, the laser from the antenna on his head highlights a high technology level. Modern gears can barely fight against such a laser. Other forces have to work hard to develop new weapons to deal with the attacks from the future.
The reward for F. Rebel Infantry is also ice cream when he achieves victory in battle. So, he is getting even fatter. Will one day the F. Rebel Infantry lose weight?
Teleko’s primary skill can undoubtedly be her Talent, Telekinesis Control, in which she can control a dead Commander for 10 secs and create havoc on the battlefield. This controlled Ally is CC as well as DMG immune for the duration. You can use this skill for your highest ATK glass cannon to deal much more DMG than intended; all that needs to be done is to keep Teleko alive until she uses this skill once in battle.
The second prominent skill is Psychic Claw which can pull the enemies towards her and displaces the pulled enemy’s position. You can place Teleko behind your tank or DD, depending on the situation of the most dangerous enemy. As soon as Teleko enters the battlefield, the first thing she would do is pull your intended target. With the most valuable enemy stuck this way, the rest of the fight will be more straightforward.
Her most crucial Milestone is to unlock and upgrade her Psychic Claw skill as soon as possible to utilize her kit. She can unlock the skill at Lvl 41 and upgrade it at Lvl 101. You can upgrade the Ultimate whenever possible. Don't forget to upgrade her gear to the following best possible available equipment.
Stats are at Level 160 |
|
Army |
Space Army |
Role |
Assault |
Trait |
Long-Range |
Type |
Special Unit |
HP |
131k |
ATK |
12k |
DEF |
1.6k |
Power |
40k |
Gender |
Female |
Origin |
Unknown |
Birthday |
Unknown |
Height |
Unknown |
Weight |
Unknown |
Special Skills |
Telekinesis |
Blood Type |
Unknown |
Affiliation |
Invader soldier |
Genius Talent – Telekinesis Control: Teleko can use Telekinesis to control a friendly unit that is unable to fight to continue fighting for 10 secs. During this period, this friendly unit will be invulnerable, immune to all debuff and control effects. It can be effective once each battle.
Meteorite Missile (Active Ability) – Teleko summons three meteorites and controls the meteorites to go after the enemy. Each meteorite will deal DMG 100% ATK.
Lvl 2: DMG dealt increase to 120% of ATK.
Lvl 3: DMG dealt increase to 140% of ATK.
Lvl 4: DMG dealt increase to 160% of ATK.
Psychic Claw (Passive) – (Battlefield Entry Effect) Grab 1 enemy unit and the corresponding position with Psychic Claw and pull them forward.
Lvl 2: Enemies will be stunned for 3 secs after moving.
Comet Fall (Ultimate Ability) – Teleko utilizes her Telekinesis to summon a Comet going towards the enemy, dealing AoE DMG of 700% ATK.
Lvl 2: DMG increases to 800%.
Lvl 3: DMG increases to 900%, DMG Range increases.
Background – She is an Invader who specializes in Telekinesis, using her mind to levitate any object in her sight. She can also call down giant meteors from space to attack her opponents with her abilities.
She is one of Odette's team members and looks identical to her as she uses her looks as a reference to her disguises. Though she can handle herself in a fight, she prefers participating in a mission with Odette.
She was sent to the Earth as the surveyor for the earth invasion plan. She can use Telekinesis to throw any object at her enemy, regardless of their weight.
She is very confident in her ability. To her, defeating the enemy is as easy as knocking a pebble by the side of the road. She is overly aggressive. If she ever crosses her, she will summon Meteorite to throw at you. That is quite a matching character for an invader. However, she also really cares about her comrades. If she discovers any resources during the mission, she always sends them back to Odette for her joy.
She originally came from a planet somewhere at the border of the milky way. One day, the planet she was living in met its demise. The homeless Teleko was forced to be a space drifter for a while. While she was drifting, she used her ability to attract oxygen and Planet Shard to survive. After Odette found her, she was saved and joined them.
Her Telekinesis can teleport her comrades to a safe place or control her comrades to fight directly. However, her comrades don't find that idea particularly popular. They aren't that cooperative.
Barbeln is a support tank who can support her teammates by reducing the enemy's defenses and facing frontal DMG. She can also stun her opponents for her team to take the upper hand. Her Talent increases her energy regen by taking DMG, making her cast her ultimate that often deals massive DMG to a group of enemies while also burning them. Her Talent and Ultimate combo can generate favorable results for her and her teammates.
With her active ability, she can stun and Knockback, while with her passive, she can reduce the enemy's DEF up to 20%, which means 20% increased DMG done to enemies. So, we recommend Levelling this skill first and look forward to it. Lvl up other skills as necessary.
Stats are at Level 160 |
|
Army |
Space Army |
Role |
Assault |
Trait |
Melee |
Type |
Rush Unit |
HP |
134k |
ATK |
10k |
DEF |
2.6k |
Power |
41k |
Gender |
Female |
Origin |
The Milky Way Far Away |
Birthday |
Unknown |
Height |
171 cm |
Weight |
30 kg |
Special Skills |
Speed |
Blood Type |
Unknown |
Affiliation |
Invader Bodyguard |
Hobby – Fighting and beautiful stuff
Genius Talent – Energy Stockpile: Energy regen from taking DMG increased by 30%.
Meteorite Impact (Active Ability) – Barbeln flies high in the air and uses gravity and Psychic Energy to accelerate herself and smash ferociously into the ground near the enemy, deals 300% of ATK ranged-DMG, and inflicts temporary Knock-away and Stun effects.
Lvl 2: DMG dealt increases to 350% of ATK.
Lvl 3: Increase AoE.
Lvl 4: DMG dealt increases to 400% of ATK.
Dangerous Wings (Passive) – Barbeln reduces surrounding enemies' DEF by 15% and grants herself a 20% DMG reduction.
Lvl 2: Decreases enemy DEF by 20%, and DMG reduction increases to 30%.
Final Thunder Blast (Ultimate Ability) – Barbeln shoots forward, converting her psychic energy into electricity and releasing it from her body. Final Thunder deals 500% ATK DMG and inflicts 25% Burn DMG every sec for 10 secs. Barbeln then gains 3 DMG absorption.
Lvl 2: DMG increased to 600%, DMG absorption time increased to 5.5 secs.
Lvl 3: DMG increased to 700%.
Background – Barbeln is an Invader that is a subspecies of Fedeln Metzelei, sharing many similar traits. Barbeln's wings are more specialized in offense, using her wings to cut down enemy troops and unleash blasts of galactic energy to destroy everything caught in the blast radius.
Due to this, she enjoys the thrill of a fight. She cares for Fedeln, protecting him whenever possible, and worries that he isn't aggressive enough despite his devastating power.
She is part of a race of invaders close to Fedeln Metzelei. She has known Fedeln long ago. Hearing Fedeln took part in Metzelei (Four Heavenly Kings), she came to ask for information. Although Barbeln often suggests Fedeln recruits more companions and pays attention to his movements. Fedeln seems to have no interest to close races and barely responds.
Unlike other invaders who always aggressively attack others, he is calm and obeys the command to fight. However, he is never generous to enemies in battle. He would attack thoroughly to leave no chance for the enemy. His wings are as sharp as swords. Cooperating with his agile movement, he can strike the enemy with a slash attack. His body's energy can be converted into electric shocks, radiating outward and attacking a large scale.
Percier is the 3rd Hero from the Space Army on our List for best starter Heroes. She is a great CC Commander; even though most of her skills are random, her Ultimate throws 3 potions increasing the chances of throwing the required potion. Nonetheless, she can, at random, inflict almost all status effects on the enemies.
Her most crucial Milestone is unlocking her Experimental Potion Passive which increases her potions inventory to more than just Poison. She needs to be Lvl 41 to unlock this passive and Lvl 101 to upgrade this skill to unlock more potion types.
Stats are at Level 160 |
|
Army |
Space Army |
Role |
Support |
Trait |
Medium Range |
Type |
Special Unit |
HP |
165k |
ATK |
10k |
DEF |
2k |
Power |
40k |
Gender |
Female |
Origin |
Unknown |
Birthday |
Unknown |
Height |
148 cm |
Weight |
46 kg |
Special Skills |
Genius intellect, Creating poisons |
Blood Type |
Unknown |
Affiliation |
Lab assistant |
Hobby and Interest – Cosplaying as Mars People and the Professor.
Genius Talent – Drug Resistance: Lowers the Status Effect duration by 50%.
Potion Toss (Active Ability) – Throws 1 random Potion Vial at the enemy, each Vial causes DMG of 100% ATK. The hit enemy and the surrounding enemy will all catch the equivalent Potion effect (Only Poisoned Vial is available when Experimental Potion is not unlocked).
Experimental Potion (Passive) – Percier usually carries potions she's concocted. She can throw these strange potions at the enemy during combat. She is currently Carrying: Poison Vials, Healing Vials, Paralyzing Vials, and Weakness Vials.
Lvl 2: Strange Potions increased (Slow Vial, Explosion Vial, Seduction Vial).
Grand Potion Throw (Ultimate Ability) – Throws 3 random Potion Vials at the enemy, each Vial causes DMG of 100% ATK. The hit enemy and the surrounding enemy will all catch the equivalent Potion effect (Only Poisoned Vial is available when Experimental Potion is unlocked).
Lvl 2: Each Vial’s ATK increases to 125% (Valid to all Potion Vials).
Lvl 3: Each Vial’s ATK increases to 150% (Valid to all Potion Vials).
Background – Percier was working on drugs at the Rebel Army base before. The medication she made was a poison that can easily dissolve other things after being sprinkled. Its smell could make people faint. She had been fascinated by the Professor who worked in the same department. But Professor was too busy with his research to care about Percier or anyone else. However, what Percier liked is the Professor's serious attitude toward research. She had tried various ways to attract Professor's attention, but he had no response. But Percier didn't give up.
While studying Poison, she also began to research aphrodisiacs secretly. But Professor was attracted by the technology of the Mars people and left the Rebel Army before she could develop the aphrodisiac. Percier followed Professor and decided to leave the Rebel Army.
The scene was a shock where she found the Professor; Professor was talking happily with the creature having mysterious tentacles. To be stimulated, Percier referred to the Mars People she saw and made a set of tentacle dress to wear.
Though Professor remained no response to Percier, she was pleased to see him doing research every day.
Percier is a small girl with green hair; she considers herself the "eternal assistant" of the Professor. However, she didn't share his interest in Martian technology, and he abandoned her while leaving the Rebel Army.
Following this, she decided to cosplay as a Martian herself, wearing a pink Martian suit. She prefers wearing her Martian costume, as she notes that the Professor seems to pay more attention to her when she has it on. She dislikes the Martians out of jealousy because they "stole" her "beloved." The Professor considers her to be somewhat dull and treats her rather poorly, as shown with most humanoid creations showing a lack of respect for her.
She is affectionately nicknamed "Per" by Harriot. In battle, Percier uses a ray gun that shoots out two different spores (that of ordinary and elite Mars People), though whether she made it herself or not is yet to be known. She is exceptionally skilled in making poisons, having created her own and the one used by the Mars Sweeper.
The best Scenario for Mummy Defender is to use him for Battlefield Entry, and Exit effect as in both these scenarios he provides +15% ATK to his allies which is good as the battle doesn't last longer than that. It is enough for him to give this buff two times in combat.
Therefore, the main Milestone for him is to unlock and upgrade the Morale Boost Passive as soon as you can.
Stats are at Level 160 |
|
Army |
Desert Army |
Role |
Assault |
Trait |
Melee |
Type |
Special Unit |
HP |
198k |
ATK |
8.5k |
DEF |
2.5k |
Power |
40k |
Gender |
Male |
Origin |
Graveyard |
Birthday |
Unknown |
Height |
200 cm |
Weight |
100 kg |
Special Skills |
Unknown |
Blood Type |
Unknown |
Affiliation |
Desert Army |
Interest – Spear Technique.
Genius Talent – Lead the Charge: (Battlefield Exit Effect) When mummy Defender dies, permanently increase each ally’s ATK by 15%.
Draining Fire (Active Ability) – Mummy Warrior deals 110% of ATK as DMG to enemies in front and heals its own HP by 200% of the DMG dealt.
Lvl 2: HP healed is equal to 300% of DMG dealt.
Lvl 3: DMG Dealt increased to 140% ATK.
Lvl 4: DMG Dealt increased to 170% ATK.
Morale Boost (Passive) – (Battlefield Entry Effect) Increase all ally unit’s ATK by 15% for 20 secs.
Lvl 2: Increase all ally unit’s ATK by 20% for 30 secs.
Crimson Tornado Shot (Ultimate Ability) – Mummy Warrior lunges, dealing 250% ATK and causing Knockback to the affected enemies. It then ignites flames, inflicting enemies with 10% Burn DMG every second for 5 secs.
Lvl 2: Flame DMG increases to 258% ATK DMG.
Lvl 3: Flame DMG increases to 275% ATK DMG.
Background – he is a spear master who has mastered the art of spear of every style. To hone his spear technique to perfection, he has been traveling worldwide to seek a worthy opponent. Meanwhile, his fame is also spread among the world of martial arts. After the week-long training in the world has ended, he established his style and took in many disciples under his tutelage. To pass down his excellent spear technique to his disciples, he created a unique training Dojo. He has been practicing with his students every day.
The disciples eventually grow to be better under his tutelage. But he also discovered that his Spear Technique had not reached the highest Lvl. Therefore, he entrusted his Dojo upon his disciples and set foot on the journey to hone spear technique. In his journey, he ran into a man with a lance. This man covered his face with a turban, making it unable to tell his natural face.
The Turban man uses a technique that has never been seen before. The Mummy Warrior cannot win against him. He begs that man to take him in as his disciple to practice the Spear technique. Through the days and nights, both of them have been practicing for a while. And the Turban man has finally revealed his true identity – I’m staying on this island to protect the ruins. After waking up on the second day, Turban man has disappeared with the gust of wind. Mummy warrior doesn't give up. He sought through the whole island and finally found the hidden ruins in the end. However, the Turban man was nowhere to be found inside the ruins. He considers only that familiar Turban and the lance. Without his master, he sat aimlessly on the ground. At this moment, Cleopatra, the Queen, appeared and helped him understand his absolute duty. Through the ritual, he becomes the new Ruins Guardian.
It's modern-day. The urban legend is that a Turban man would eliminate those who dare to venture into the ruins.
The Samurai Tank relies on fighting from long-range dealing increased DMG the farther they are from their enemy due to their Long-Range Sniping skill. While sniping at a long-range can steal ATK and DEF from the frontal enemies to become stronger, which is possible through their skill Merit Theft.
Finally, when they are defeated, the Samurai inside the tank come out to fight and surprise the enemy. We recommend focusing on their Passive skills unlock and upgrade skills to fully utilize them whenever possible to give them the edge in battle, being just 4* Commanders.
Stats are at Level 160 |
|
Army |
Desert Army |
Role |
Assault |
Trait |
Long-Range |
Type |
Special Unit |
HP |
115k |
ATK |
12k |
DEF |
1.4k |
Power |
40k |
Gender |
Males |
Origin |
Tranquil Countryside |
Birthday |
Unknown |
Height |
173 cm |
Weight |
68 kg |
Special Skills |
Unknown |
Blood Type |
Unknown |
Affiliation |
Desert Army |
Interests – True Man.
Genius Talent – Final Gambit: (Battlefield Exit Effect) When Samurai Tank dies, summon 2 Samurai Warriors.
Merit Theft (Passive Ability) – Every 10 secs, the samurai Tank will steal 8% of the ATK and DEF of the enemy in front for 8 secs.
Lvl 2: The Stealing Rate is increased to 10%.
Lvl 3: The Stealing Rate is increased to 12%.
Lvl 4: The Stealing Rate is increased to 14%.
Long Range Sniping (Passive Ability) – Samurai Tanks deal increased DMG at longer distances. Increases distance by 1 meter to increase DMG by 2% (max 36%).
Lvl 2: Boost rate increases to 3%, up to 54%.
Long Range Trick Shot (Ultimate Trick Shot) – Fires 3 shells; each round deals 270% of ATK as DMG.
Lvl 2: Each DMG dealt increases to 300% of ATK.
Lvl 3: Each DMG dealt increases to 400% of ATK.
Background – The Samurai on the Slug came on the battlefield. He used to live in the countryside. They wake up as the sun rises and rest as the sun goes down. They sell the harvested fruits for funds to trade for the necessity in life. It's mostly a carefree life. The 3 of them have been playing together since they were little. They created a secret base in the depth of the valley. They used a long umbrella Handle to play the samurai game. These three brothers, like friends, share many unforgettable pleasant memories.
On that very faithful day, when they were talking about the dream in the secret base, they realized that they all have the same goal – to be a real True Man. Thanks to this coincidence, their bonds are even deeper now.
However, these three guys don't have much unique ability. They only possess a muscular body from working on the farm. Through serious consideration, they decided to stick together as a team. The Trio took the exact vehicle to the battlefield to participate in the battle.
Through teamwork and synergy, they managed to drive their Slug to ravage havoc. When the Samurais won the battle, they will sometimes jump up and danced Water Jet. The people who see the Water Jet will somehow feel so exhausted, and Samurai Slug will eventually defeat them. Of course, the other armies didn’t take them in with just one skill. Only the Desert Army took them in.
To express their gratitude, they are still working hard to travel through the battlefield together.
A DD Tank can survive the battle while holding its own; he can utilize Riot skill to buff himself up and start jabbing at the enemy from his Ultimate Heavy Arm Hammer. He is a perfect Tank for the Desert Army.
Stats are at Level 160 |
|
Army |
Desert Army |
Role |
DEF |
Trait |
Melee |
Type |
Assault Unit |
HP |
190k |
ATK |
7.5k |
DEF |
3k |
Power |
40k |
Gender |
Crab |
Origin |
Sea |
Birthday |
2010.6.25 |
Height |
220 cm |
Weight |
110 kg |
Special Skills |
Unknown |
Blood Type |
Unknown |
Affiliation |
Desert Army |
Genius Talent – Hard Shell: (Battlefield Exit Effect) When Ohumein-Conga Dies, permanently increase each ally’s DEF by 15%.
Riot (Active Ability) – Ohumein-Conga enters Berserk Status, its ATK, and DEF increase by 20%, and it gains 20 points of Rapid Speed. Berserk Status continues for 10 seconds; it then enters a Weakened state, and its ATK decreases by 35% for 5 seconds.
Lvl 2: ATK and DEF increase by 22%, gains 22 Rapid Speed points.
Lvl 3: ATK and DEF increase by 25%, gains 25 Rapid Speed points.
Lvl 4: ATK and DEF increase by 28%, gains 28 Rapid Speed points.
Heavy Arm Hammer (Active Ability) – Ohumein-Conga charges before hammering down on the unit in front of it, dealing 150% DMG for 1.5 secs.
Lvl 2: DMG increased to 180%.
Frenzy Havoc (Ultimate Ability) – Ohumein-Conga uses its claws to attack enemies in front of it 8 times; each attack deals 45% of ATK as DMG, once the ATK is complete, it increases its DEF by 20% for 6 secs.
Lvl 2: DMG dealt each time increases to 52.5% of ATK.
Lvl 3: DMG dealt each time increases to 60% of ATK.
Background – More like a more extensive and more potent variant of the Chowmein-Conga, the Ohumein-Conga is a big mutated crab with a hard shell protecting them. They are typically seen along with their little brothers but in fewer numbers.
This lively Red Chowmein-Conga is surrounded by nature. Many species are living on this remote island. The Chowmein-Conga managed to grow more robust and powerful, enjoying the love and grace from his parents and nature. It somehow grows to be stronger than any other Chowmein-conga. The species living on this island are always more valuable and rarer than other beings. Therefore, they are frequently invaded by hunters and hunted down.
To protect its kind, this Ohumein-Conga stood out. It used to defend its kind; this Ohumein-Conga stood out. It used its massive body and clamp to defeat the hunters. However, its brace action became an urban legend among the hunters. People believe that rare Hermit Crab creatures are living on the island. To seek this treasure, one after and another, hunters gather together to carry out the Hermit Crab Hunt.
Ohumein-Conga uses its clamp to defeat countless invading hunters. However, it cannot win against the sheer superiority of numbers. Its body wore out. Ohumein-Conga fled into the ruins that it stumbled upon while fighting. The Hunters didn't give up. They also entered the ruins, trying to hunt it down. This action disturbed the maid of Cleopatra – a lovely mummy. Seeing such action, Lovely Mummy delivered the heavenly punishment from the Cleopatra upon the hunters for their crime to defy the ruins. Thanks to this, Ohumein-Conga managed to survive. Lovely Mummy was moved by Ohumein-Conga's actions of protecting the island. She recommended it to the Desert Army led by Cleopatra. Since then, Ohumein-Conga became of the Desert Army.
Ohumein-Conga attacks by spewing acid bubbles, slamming their huge pincer claws, and charging at the player. Interestingly, the latest attack knocks the player down and makes them lose their unique weapon (if any) instead of getting killed. Their claws have a "friendly fire" mode on other enemies similar to tank threads; their claw slam and quick stab can instantly kill unlucky Chowmein-Conga and heavily deal damage or even kill another Ohumein-Conga.
This section will guide you about some essential aspects that can further enhance your beginner Commanders' gameplay and make you strong enough to handle all the content until the End-game of Metal Slug Commander.
Following are some vital infographic information regarding Faction bonus explained below as well in a written manner:
Regular Army
When the number of Commanders increases, increase the Crit DMG
Rebel Army
When the number of Commanders increases, increase the DEF.
Desert Army
When the number of Commanders increases, increase the Crit rate.
Space Army
When the number of Commanders increases, it reduces the DMG taken.
Revolution Army
When the number of Commanders increases, increase the Crit RES and CRIT DMG
Ptolemaic Army
When the number of Commanders increases, gain various stat bonuses
Regular Army units in your team will give you the following bonuses. The following will be for other Factions.
Regular Army Faction Bonuses |
||
2 Units |
ATK +4%, HP +4% |
|
3 Units |
ATK +8%, HP +8%, Crit DMG +1% |
|
4 Unit |
ATK +16%, HP +16%, Crit DMG +2% |
|
5 Units |
ATK +25%, HP +25%, Crit DMG +3% |
|
Rebel Army Faction Bonuses |
||
2 Units |
ATK +4%, HP +4% |
|
3 Units |
ATK +8%, HP +8%, DEF +1% |
|
4 Unit |
ATK +16%, HP +16%, DEF +2% |
|
5 Units |
ATK +25%, HP +25%, DEF +3% |
|
Desert Army Faction Bonuses |
||
2 Units |
ATK +4%, HP +4% |
|
3 Units |
ATK +8%, HP +8%, Crit Rate 0.8% |
|
4 Unit |
ATK +16%, HP +16%, Crit Rate 1.5% |
|
5 Units |
ATK +25%, HP +25%, Crit Rate 2.5% |
|
Space Army Faction Bonuses |
||
2 Units |
ATK +4%, HP +4% |
|
3 Units |
ATK +8%, HP +8%, DMG Reduction +1% |
|
4 Unit |
ATK +16%, HP +16%, DMG Reduction +2% |
|
5 Units |
ATK +25%, HP +25%, DMG Reduction +3% |
|
Ptolemaic Army Faction Bonuses |
||
2 Units |
ATK 10%, DEF +10% |
|
3 Units |
ATK 15%, DEF +15%, Crit Rate +2% |
|
4 Unit |
ATK 20%, DEF +20%, Crit Rate +2%, Dodge +20 |
|
5 Units |
ATK 25%, DEF +25%, Crit Rate +2%, Dodge +20, Rapid Speed 20 pts |
|
So if you have 3 Units from Regular Army and two from the Rebel army, the following is the Bonus from each Faction that you will get. Included are team members' names for reference.
Regular Army
Fio
Midori
SV-001
ATK +8%, HP +8%, Crit DMG +1%
Rebel Army
Abigail
Norah
ATK +4%, HP +4%
So if we have a Hybrid team, we will have a total of ATK +12%, HP +12%, and Crit DMG +1%, which is less than having four units from the same Faction. The above bonuses tell us that if we formulate a team, we must initially put 5 Commanders from the same Faction in your team to be extra strong if you’re mainly playing 4* Heroes. Mix and Match strategy will have most benefits when you have Commanders from different Faction for a specific role that you need or to tackle a content without the 5* miss-match Commander is much more needed than an all 4* same faction team.
You'll be getting rare heroes a lot from Talent Center pulls and other rewards in the game, so you can easily upgrade rare dupes.
To increase the Rank of your Hero, you'll need two dupes for each Rare Hero. All of his stats will increase this way. You can also include other heroes' dupes of the same Army to promote them. For example, if you want to promote Marco to the next level, you can use other heroes' rare heroes to use as fodder. But you can only do a first-time promotion with Marco dupes; every consequent time, you must use other heroes or dupes of the same Rank and same Army.
Following is the table that can further explain to you the vital information.
Rarity Start |
Rank |
Color Stage |
★3 |
Private |
Green |
★4 |
Private 2nd Class |
Blue Stage 1 |
Private 1st Class |
Blue Stage 2 |
|
★5 |
Corporal |
Purple Stage 1 |
Staff Sergeant |
Purple Stage 2 |
|
2nd Lieutenant |
Yellow Stage 1 |
|
1st Lieutenant |
Yellow Stage 2 |
|
Captain |
Yellow Stage 3 |
|
Major |
Red Stage 1 |
|
Lieutenant Colonel |
Red Stage 2 |
|
Colonel |
Red Stage 3 |
|
General |
White |
Command Center is the best place if you are using starter Commanders in the game. The game has this feature where you Lvl up only the five most essential Commanders, and a few other selected commanders will be automatically Lvled up to the Lvl of your Last Commander of the 5. As it can be seen from the image below, the levels of the central Commander Heroes are:
SV-001 – Lvl 61
Fio – Lvl 60
Mello – Lvl 58
Marco – Lvl 49
Midori – Lvl 49
All your selected Commanders in the slots below will automatically be matched with the same Lvl of the lowest Lvl Commander above, Midori having Lvl 49. By using this feature and unlocking more slots, you can have 30 Heroes brought up to the Lvl of your Leader Commanders. As we have mentioned early in this guide, you have enough resources initially to focus on five starter Commanders from the Regular Army. Over time, you can add other vital Commanders this way and won’t need to worry about starting with 5* Heroes.
In summary, the Command Center feature and Faction bonus are two great features that you can utilize with your Starter Commanders team of 5 of the Regular Army to ease till the End-game. Learn more about other essential components in our Beginner’s Guide.