Brave Frontier: Squad Building Guide – 2019

Introduction

Welcome to my Brave Frontier Squad building Guide. A lot of times, people will ask what squad is good for such and such content and are these units good together. To give a decent answer is hard enough because squad building has a lot of depth. The variety of content in Brave can confuse people into what squad should be made and what buffs should one have to do what. This guide will help you build a foundation of knowledge to build squads

1.Building a General Squad

General squad is a term that means a squad that is good for anything but I do want to preface that a general squad won’t be able everything. Specialized content requires specialized squads. But, I do want to start here because it can act as a starting point. 

Step 1: Pick the Core

Every squad needs a core to build from and you need to establish a core before you even start building. So what is this core unit? Well, it can be any unit you want to build from. Commonly, mitigators are typically the cores. The reason is because Mitigation is basically the necessary buff you will need after you enter the mid to later parts of the game. Due to this necessity, Mitigators like Elimo, Krantz, Nagid, Juno Seto are basically core units. 

IMPORTANT: Mitigators are units with the buff “Reduce Damage by 50% for whatever turns. If this is present on either bb or sbb or both, then these units are Mitigators.

However, you can choose anyone to be the core just make sure the squad works in the end.

 

Step 2: Fill the Squad with Complementing Subunits

Now it is the hard part, well not really but can be. Picking complementing units or those that work with your core and other subunits can be daunting. The reason being is that you have 4 open spaces and have to figure out how to optimize those spaces. To help, we are going to start by looking at the buffs of your core.

Say that your core unit is Krantz.

Krantz provides the total buffs across his BB and SBB

Mitigation, Add Light and Dark Elements, Remove Status Ailments, Healing

So, how do we build from Krantz? 

We start by thinking about the main buffs you should have. 

Main Buffs are what you should have no matter what. You may have read about this in the Beginner’s Guide to Brave Frontier. Even though these buffs are listed in the beginner’s guide, I’ll list again for reference.

  1. Mitigation

  2. Defense & Attack up

  3. Boost BB gauge when damage taken and BB gauge on Spark 

  4. Status Ailment Cleanse

  5. Healing (Burst Heal, greatly restores HP. Heal over Time, Restores HP over # of turns)

  6. BB atk up – Boost Damage of your BB, SBB, and UBB

  7. Spark Damage up – Boost spark damage

  8. Critical Damage/Hit Rate up – Boost Critical damage and frequency of critical hits

These are the main buffs I believe you should always have on you.

Let’s continue building around Krantz. For someone that boosts Atk and Def, let’s use Adriesta.

Now we have these two currently:

Krantz (Light): Mitigation, Add Light and Dark Elements, Remove Status Ailments, Healing

Adriesta (Fire): Spark Damage boost bb gauge and hp, Boost Atk and Def, boost Atk based on def, probable 1 turn atk, def reduction effect to attack for 3 turns

So Adriesta is a good choice since she also boost bb gauge from spark damage as well and also she has other bonus buffs. So, what are we still missing? Let’s use someone who can boost bb atk and spark damage and give bb gauge when damage is taken. For our 3rd unit, let’s use Yuura.

Krantz (Light): Mitigation, Add Light and Dark Elements, Remove Status Ailments, Healing

Adriesta (Fire): Spark Damage boost bb gauge and hp, Boost Atk and Def, boost Atk based on def, probable 1 turn atk, def reduction effect to attack for 3 turns

Yuura (Dark): Boost BB atk, Spark damage boost bb gauge, damage taken boost bb gauge, fill own bb gauge to max

Alright so we are now missing Spark up. This is pretty good so far since we will have 1 space open. 

As for the spark buffer, we can use Fei & Fang

Krantz (Light): Mitigation, Add Light and Dark Elements, Remove Status Ailments, Healing

Adriesta (Fire): Spark Damage boost bb gauge and hp, Boost Atk and Def, boost Atk based on def, probable 1 turn atk, def reduction effect to attack for 3 turns

Yuura (Dark): Boost BB atk, Spark damage boost bb gauge, damage taken boost bb gauge, fill own bb gauge to max

Fei & Fang (Earth): Boost Spark damage, boost BC & HC drops, spark damage restores HP, Boost own Atk, def, rec, Boost BB gauge

This squad is almost complete and now we have covered all of the main buffs. So, who should be the last unit? Well, we are missing a critical damage/hit rate buffer. So, let’s pick Nyami.

Krantz (Light): Mitigation, Add Light and Dark Elements, Remove Status Ailments, Healing

Adriesta (Fire): Spark Damage boost bb gauge and hp, Boost Atk and Def, boost Atk based on def, probable 1 turn atk, def reduction effect to attack for 3 turns

Yuura (Dark): Boost BB atk, Spark damage boost bb gauge, damage taken boost bb gauge, fill own bb gauge to max

Fei & Fang (Earth): Boost Spark damage, boost BC & HC drops, spark damage restores HP, Boost own Atk, def, rec, Boost BB gauge

Nyami (Dark): Fills own bb gauge to max, adds self evasion, boost Atk, boost Critical rate, boost critical damage, boost own atk, crit rate, and spark damage, and probable Spark critical.

Alright we have our squad and now we have to consider the Leader Skill. Here is everyone’s leader skill

Krantz: 50% to Atk and 30% to HP when 5 or more elements are present, 100% to atk, 30% max HP for all allies, Huge Boost to BC, HC drop rate, Hugely Boost BB gauge each turn

Adriesta: 50% to Atk and HP, Boost Spark damage for 2 turns when Sparks have exceeded a certain amount, Spark damage boost BB gauge and Negate Elemental Damage

Yuura: 100% to Atk, 40% to HP, Boost BB atk, slight HP absorption and Damage taken boost BB gauge

Fei & Fang: 40% to All stats, Boost BC, HC drop rate, Spark damage boost BC, HC drop rate, Boost Spark damage by 100%, slight damage reduction for 2 turns when BC collected has exceeded a certain amount

Nyami: 100% to Atk, 40% to HP, 30% to Critical Rate, 150% to Spark damage, boost critical damage, and probable damage reduction to 1

So, what leader skill should we use? Well it depends on what you are going for this General team. If you want this team to be very Damage oriented then use Nyami. If you are going for more survivability then Fei and Fang or Krantz. If you don’t like any of the leader skills then swap out someone and make sure you know the unit can fit in. 

For me, I prefer survivability so it is between Krantz and Fei & Fang. Krantz is mainly stats which can be at most 150% to atk and 60% to HP if I have 5 or more different elements in the squad, which also includes friend lead. However, It is just Atk and HP and no def boost. HP is basically points in def but it is not a perfect replacement. Fei & Fang is better for what I want since it boost all stats by 40% and I get the conditional damage reduction effect which is a 20% damage reduction if I trigger it. In addition, I get some offensive power from their LS as well. So, I will pick Fei & Fang as my leader.

So, we made our squad. Are we done? No, we have to consider edits and other situational buffs that we can use when we are in certain trials, strategy zones, raid missions and more if you feel that you need them.

Step 3: Considering Additional Buffs and Units’ Enhancements

Alright here is our base team

Krantz (Light): Mitigation, Add Light and Dark Elements, Remove Status Ailments, Healing

Adriesta (Fire): Spark Damage boost bb gauge and hp, Boost Atk and Def, boost Atk based on def, probable 1 turn atk, def reduction effect to attack for 3 turns

Yuura (Dark): Boost BB atk, Spark damage boost bb gauge, damage taken boost bb gauge, fill own bb gauge to max

Fei & Fang (Earth): Boost Spark damage, boost BC & HC drops, spark damage restores HP, Boost own Atk, def, rec, Boost BB gauge

Nyami (Dark): Fills own bb gauge to max, adds self evasion, boost Atk, boost Critical rate, boost critical damage, boost own atk, crit rate, and spark damage, and probable Spark critical.

Overall, this is a basic setup. If you are content, you can skip this step entirely. If you feel that you need more, then let’s think about buffs that are useful in certain scenarios. This list of buffs are those I think are pretty good to have as well. Of course it is not EVERY buff, but this is what I like to always consider when I build a squad and feel I need more stuff

The List as Follows:

  1. Add All Elements to Attacks – Useful if you have a mixed squad of elements and want them all to do extra damage. KEY: This buff helps units ignore Elemental Negate.

  2. Elemental Damage up – This buff is also known as Elemental Weakness Damage (EWD) and will boost your bonus damage against those who are a weaker element when the unit attacks that particular enemy. There are many variations.

  3. Stat Conversions (Atk to Def and etc) – Basically extra stats converted by a percentage from the source stat to target stat. There are pretty good to have to provide an extra layer of whatever stats you want. 

  4. Critical, Elemental Damage Negate – These Negates allow you to nullify the bonus damage you will take from critical damage and EWD. Critical Negate is pretty universal and very good while Elemental Negate gets counted by Add all elements or variations of this buff. It is still useful but consider what bosses or etc utilizes additional elements

  5. Spark Damage Reduction/Negate – Very uncommon and mainly used for FG and FR since you see multiple enemies

  6. Status Ailment Negate – Helpful, but if you are dealing with Buff Wipe attacks, make sure you have Cleanse.

  7. Barrier – Another layer of HP basically, useful but not always important.

  8. BB gauge Boost or Boost over time – These are good to support the BB on Spark and damage taken buffs

  9. Boost Drop rates of BC, HC, items, and etc – Mainly farming and sometimes this does force you to rely on BC drops more.

  10. Status Ailments infliction – Good to cripple certain enemies who are vulnerable but most bosses and etc have immunity. The status ailments range from poison to curse to blind.

  11. DOT Mitigation – DOT is also called Damage Over Time. This is not poison damage. The damage is based on a certain percentage of damage that will dealt to you at the end of your turn. DOT mitigation or miti, reduce the percentage so you take less damage.

  12. Shield – This is not like barrier. Shields only block damage from Normal Attacks and DOT.

Again, there are more. However, these are the buff I further consider when I am building a squad. Many units will have these buffs as bonuses and on their Enhancements. If you feel that your squad needs these buffs for whatever reason, then pick the respective enhancements and slot them in accordingly. 

Step 4: Test it out

Using the Battle Simulator, located in the Randall Capital, is a great way to test your squads in a Sandbox setup where you can do anything you want to see if you can get the results you want. You see what unit positions and attack animations work well together to get the most sparks. See your buffs in action to which combination and stacking order will yield the optimal results. Testing your squads is important if you feel unsure how well it actually does in battle. 

Step 5: Adjust as needed

You can always edit. Sometimes you will like how some units perform better than others, and sometimes some units you don’t expect to be good are good after testing. Your Squads are allowed to change and you have this option to do whatever you feel you need to do for the best overall performance. 

2.Building A Squad for Frontier Hunter

How does a Frontier Hunter squad differ from a General Squad? Well, the priority of buffs are completely different and you will be focused more on damage related buffs and will look more into depth about Unit animations and sparking compatibility.

Buffs to Consider

  1. Critical, Spark, Elemental, BB atk damage Up

  2. Critical Hit rate up

  3. Recast (Allow bb/sbb/ubb be used twice in 1 turn)

  4. Critical and Elemental Vulnerability

  5. Spark Critical and Vulnerability

So what about actual units?

Frontier is all about doing the absolute highest damage you can possibly can do and with the system now being focused on Mono teams, this makes certain units do better. 

Notable Unit(s)/Batches

Vortex Arena Units Season 1 & 3 Batch – The Lost Wings & The Battle Maidens

Blaze (Fire), Sae (Water), Dranoel (Earth), Cerise (Thunder), Fionna (Light), and Ciardha (Dark) from the Lost Wings Batch are very powerful sub units to use for Frontier Hunter. The reason is because of their ES. One part states that they will add an additional area of effect (AOE) attack on certain elements. In the case of Frontier hunter, this ES attack will always go off. This makes their SBB from a Double attack (AOE + Single Target) into a Triple (2 AOEs + 1 Single Target). Cayena (Fire), Serin (Water), and Bayley (Earth) do the same but no element restrictions on their second AOE like the Lost Wings. These units are ideal damage units to use for Frontier Hunter to score high.

Recast Units

Arthur (Light), Natalame (Fire), Beatrix (Dark), Crash Belt (Thunder), Senbozakura Miku (Earth) are the few units with a Recast UBB, allowing your units to activate their bb/sbb/ubb twice. The difference between them all is of course their different proc rates. Beatrix and Crash Belt are at 80% on their UBB while everyone else are at 100%. 80% is still useable because Arthur was first in Global to provide us this effect, pre buff from 80% to 100%, and many of the heavy spenders and etc still score pretty well even though we are risking 20% of units not going again. Additional recast units that are notable is Tsovinar (Water) and Mordred (Thunder), and Zedus the Great (Thunder). These units are not absolutely needed but if you want to score to the top, consider summoning these guys when they are available since all of them are LEs. In the case of Zedus The Great, he is in the Event Bazaar up for trading.

Notable Leader Skills – You guys can look up the Leader Skills and see why, here is the list of some examples:

Arumat, Kurewa & Kuraginn, Zeis, Galea, Gray, Senbo Miku, Dion, Dizzy, Durumn, Nan Wang, Karna Masta, Snow Miku, Lucy, Mard Geer

This is it for Squad Building for Frontier Hunter. For actual strategies, there are separate guides for that. I recommend learning about the Guard Frontier method. 

3.Building A Squad for Guild Raid & Frontier Rift

Guild Raid and Frontier Rift are game modes with a new mindset to squad building. Guild Raid focus on Mono Element teams and maximising Elemental Damage. Units that really excel in providing and utilizing elemental damage are needed while also balancing what is needed in a general squad. Frontier Rift requires a similar type of squad. It is a tall order and does require a diverse unit pool for each element.

The Methodology

So what is the process and where do we start? First, use what you know from building a General Squad. This will act as your base but instead of building using different elements. We are know honing in on a single element.

Step 1: Build a General Squad using the specific element

Using the General Squad building process, do the build following the same procedure from General but only using said element. This can be hard since you are limited to a one element.

Step 2: Amplify Elemental Damage when you can

Guild Raid and Frontier is all about Elemental damage and you need units that can utilize that well. Units with double or triple bb/sbb are ideal to help push out the damage and carry out the EWD buffs. Units that can provide the buff like the GR units: Zeis, Laresa, Galea, Ravea, Wannahon, Dessit, Durumm, Vashi, Ceulfan, Enile, Keres, and Savei. You also want to make sure you really stack it up from multiple sources: Leader skills, Extra Skill, bb/sbb/ubb, and spheres.

Step 3: Consider your sphere options

From my experience in GR and FR, I can see that spheres do affect your performance. Spheres you should be using should have forms of elemental damage. However, you may need to balance durability as well.  If you are boss fighting, you can opt for 1/2 offensive and 1/2 defensive to give you some durability while dishing out the damage. If you are feeling weak, then full defense. If you feel the opposite, go full offense.

Step 4: Plan out your Elemental Paradigm

Omni+ units are able to activate the elemental paradigm, refer to this link to learn more  http://bravefrontierglobal.wikia.com/wiki/Elemental_Paradigm . When you are finalizing your squad, omni plus those units if you are sure. It doesn’t need to be level 3, level 1 is sufficient enough to do well. 

Change Log

Sometime in 2017 – Guide was made

02/02/19 – Guide was Updated with the following:

  • Content was edited and revised with the Beginner’s Guide in mind

  • Content was edited and revised to be relating to stuff in 2019

  • Formating, grammer, minor errors were addressed

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