Necropolis Formula
FOR L/D ONLY
If you are choosing to follow this basic guide, that means you already have a deep understanding of how necropolis dungeon works and just want the stat requirements needed to do Necropolis B12 safely.
General stat requirements:
These requirements are so your units can all take a few hits from ether the trash monsters or the boss in case your healer/ sustain derps or the boss fight goes on much longer as he gets stronger with every turn. These are the stats required for the other dungeons and you might be using the same units in all the dungeons so best to keep it consistent however, in my opinion you can get by with less defensive stats here. NOTE: There is one thing to take into consideration in this dungeon, the fact that units that can nuke can one shot themselves against the trash monster that have reflect damage. What you need to do here is test your monsters nuking capability against the trash, and increase defensive stats/ reduce offensive stats until they no longer one shot themselves. In any case, these are the stats you should have at the BARE minimum for Necro 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 then during the boss that you have the right turn order.
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. SO, 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, having a unit on shield runes or equipping artifacts that have a minus dark damage reduction sub stat. 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 for trash only) are roughly 10%- 15% less overall). Damage dealers should have at least 1500 Attack/Defense, 70% crit rate and 150% crit damage at the bare minimum although you may need to fine adjust your nukers specifically.
Basic Guide Summary
Just to summarize the dungeon, bring multi hitters galoreee! Turn order is very important here. Make sure you got 2-3 multi hitters going first then def breaker then hard hitter last. Of course you need enough sustain to last the fight, honestly fran is the best monster for the job until speed runs. Not much else that is really important to know in here, it's pretty straight forward once you get it. GL!
~DL