top of page

Giants Formula

FOR L/D ONLY

If you are choosing to follow this basic guide, that means you already have a deep understanding of how giants dungeon works and just want the stat requirements needed to do Giants B12 safely.

General stat requirements:

 

To be put simply, you want your weakest units to be able to take 2 hits from the crystal towers because lets say you get odd RNG and your units only have enough time to kill the Golems but left the crystals to have a turn each. So now your whole team is about to get smacked twice. See the logic? In any case, these are the stats you should have at the BARE minimum for Giants B12 for things to go well. Keep in mind these calculations are WITH MAX glory towers / MAX guild bonuses but NO leader skills.  

  • 17000 Health points (If you have more HP then this then you can have a bit less defense).

  • 1000 Defense (If you have more defense than this then you can have a bit less hp).

  • ​170 Speed (To ensure you get a turn before the 169 speed enemy monsters).

  • ​54% Accuracy needed on monsters that apply (Like Loren for attack bar control and strip).

Due to popular demand, I also have rough calculations on required stats WITHOUT ANY towers / guild bonuses or leader skills.

  • 19500 - 21500 Health points (Depends how high the monsters base Health points are)

  • 1200 - 1350 Defense (Depends how high the monsters base defense is)

  • 185 - 195 Speed (Depends how high the monsters base speed is)

  • Note: These calculations are without a leader skill as calculating all leader skill potentials would take forever. So if you just can't match the health points requirement then use a HP leader to close the gap as an example.

If all your towers and guild bonuses are about half way then you need about half way in between the two stat requirements I previously mentioned. The most  important thing is that all your monsters move before any of the enemies.

Yup, those are the only stats you really need to know for now. Obviously, your support units and healers are at least this tanky but probably tankier by the time you are ready for B12. Your damage dealers however, are a bit more tricky to rune since you want to squeeze every ounce of damage stats in as you can. Your teams are really easy to tweak, just pay attention, watch who is dying and why. Think of it as a puzzle you need to solve, you need the right pieces to go in the right places. 

 

For damage dealers, meet the above requirements then everything else is damage stats! IF you just cant seem to get those tankier stats on your damage dealers, consider using an HP/ Def leader, using shield runes, using water damage reducing artifacts or Darion/ Dias/ Priz as a passive damage reduction. NOTE: They all absorb different amounts of damage so you can tweak which to use depending on your need and rune them accordingly. IF you have just tried everything and it just seems a bit out of your league, I recommend staying in B11 a bit longer till you find a few more rune upgrades on your current team as the stat requirements (including speed) are roughly 10%- 15% less overall). Same with if B11 is too hard then go down to B10. Damage dealers should have at least 1500 attack or defense, 70% crit rate and 150% crit damage at the bare minimum.

Basic Guide Summary

Just to summarize the dungeon, watch how much multi hitters you bring because the boss counter can really wipe you. You need a reliable attack break applier on boss. Control his attack bar so he is not getting turns OR bring so many dots that when he does take a turn he basically just dies. Bringing a stripper for his attack buff is great and a cleanse/ immunity to help you vs the aoe def break. All and all rune quality is very important of course but you can outsmart this boss too :) GL!

~DL

bottom of page