How do people get 150k damage in Rokkr Sieges??

Serious Discussion

I've only ever reached 150k on Ishtar a while back, and frequently don't come close. I'm running Reinhardt and L!Leif with the respective breaker skills and astra, and make sure to kill the reinforcements before attacking. Not sure what else I can do to maximize my damage output, any tips?

Posted Dec 30, 2019, 7:52 PM UTC

3555
Solvoacik•

A brave unit that can quad with decent atk + guard + noontime with support of dancers works for me most of the time

60
SuperQuinntendoZephiel•

Usually what I run too, but it's proving to be no good against Jaffar and Legault so far.

22
DemiosScourgeValter•

What characters are you using?

8
SuperQuinntendoZephiel•

I have Reinhardt and Lyn as my interchangeable brave weapon users, but I'm thinking I'm gonna have to flex to a direct attacker. Either one of them are supported by Leanne (has Seal Def because Ishtar/Julius kept targeting her so I made that cost em), Peony (with Def Tactic 3), and Young Azura (she's got Atk Tactic 3, and I'm thinking of maybe adding Earth Dance for this one)

It's the debuffs that are killing me, or more appropriately my dancers, before I can even last 4 rounds against either of them.

7
DemiosScourgeValter•

Are you using breath of life on your dmg dealer? With 3 dancers you will definitely heal more than they can damage you on intermediate.

4
reid4891Laevatein•

Jaffar and Legault are a pain, but it's still doable.
My tip is to use Reyson as only melee dancer with Seal Atk 3 on B slot and put him behind the brave user, with the other two ranged dancers on the brave user's sides. The rokkr will always stay put and target him (unless your Brave dancer has less defense, but it shouldn't be the case), getting debuffed every turn reducing the risk of an unit to be one-shotted. After that, you only need enough Spurs/Drives to be sure to quad him and invest everything else in attack. With this formation, you should be able to dance the brave user 3 times, so attacking 16 times per turn. It should barely enough to reach 160k on the last turn, but it could vary depending on your brave user (I use 4*10 Donnel).
Breath of Life 3 as C skill on the brave user is also needed to make Reyson survive. And possibly use ranged dancers that has a decent defense value (if they have a refinable weapon, refine it on def).

5
DemiosScourgeValter•

Another thing that I would like to add Is that my melee dancer(PA!Azura) has galeforce to kill archers that threaten Peony and not lose her dance/position.

3
BoisTR•

I just wanna say that I love the fact you called them characters and not units. Made me smile.

1
invaderzzRaigh•

Weird, they were the easiest for me, got 160k for each of them on my first try

-1
[deleted]•

[deleted]

-2
SwissCheeseManL'Arachel (A Monstrous Harvest)•

I found if you can keep the brave unit taking 1 damage per initiation and use a heron to restore his hp, you can get away with using astra imstead for even more damage. Donnel puts in work like that

4
kwcty6888•

My problem with this is that my dancers end up dying and then my brave unit ends up dying shortly after too... If I attack other units then I'm no longer attacking the boss?

2
YelephnRanulf•

Equip your brave unit with Breath of Life 3 in the C Slot so that your dancers/singers will have their HP restored. Ignore the other units unless it is necessary. Don't forget to equip Noontime on your brave unit

2
KeenHydFated Battles Champion•

Sounds easy in theory, but in practice it's tough to achieve. I'm using a regular Est plus three dancers (Reyson, L!Azura, Axura), and the enemies that spawn really mess up everything. I've used all my stamina but my top damage is around 80k on intermediate.

1
_senpo_Rein #1•

I used reinhardt in the BK run with that setup and got 160k in every single play

1
zGlunkusAlfonse (Renewed Spirit)•

Quad build + 3 dancers on Intermediate is pretty much the only consistent strat to reach 150K on every Rokkr. Buckle the fuck up, because whoops, I accidentally wrote a three-paragraph essay for you. No tl;dr bc there's really just too much to summarize.

For melee Rokkr you want a ranged brave unit with full investment in Atk and just enough Spd investment to score the quad (even Reinhardt can work with a bit of support), along with Daylight/Sol/Noontime, any level of Guard, and Breath of Life. Your dancers should include Reyson or Leanne, maybe even both or multiple copies of one, so that their prf can provide your team with sustain, as well as one ranged or weaponless melee dancer to stand between the Rokkr and your brave unit to sponge the hits. Arrange the rest of the dancers in a T shape around your brave unit, then attack with the brave unit, dance them, and repeat four times per turn. Ideally the bullet sponge should have enough bulk to get healed back to full health after the Breath of Life and Heron Wing heals come through.

The basic idea here is that the Rokkr will constantly attack the dancer that can't retaliate, and therefore won't move outside the range of your brave unit. The other two dancers block the Rokkr off from hitting your brave unit, as well as providing you with even more actions per turn. Daylight/Sol/Noontime are there to keep your brave unit healthy after to the Rokkr's counterattacks; it doesn't matter which one you use, since all of them will activate after your unit's taken damage and restore an absurd amount of health back anyway. Guard is used to keep the Rokkr's special from charging; since your special is healing back any damage your unit takes, you'll pretty much always start your combat at 100% HP, so even just Guard 1 will work fine, though every additional level of Guard gives you extra protection in case the reinforcements target your brave unit. Breath of Life is there to keep your dancers healthy, both from the Rokkr's attacks and from the reinforcements. If you're interested in minmaxing, you can also add Spur skills to your dancers to provide your brave unit with even more damage, and even throw a Seal skill on the bullet sponge to debuff the Rokkr. These can also be used for extra Spd if you're using a really slow brave unit like Reinhardt.

For ranged Rokkr, the strat is slightly different. You want to use a melee brave unit against them, and the dancers you pick are less flexible. The general setup is the same, but instead of making sure that two of your dancers can retaliate against the Rokkr, you need to make sure that exactly one of your dancers is the ideal target for the Rokkr- basically, the unit that takes the most damage from them has to be one of your dancers. You can use things like buffs, Spur Def or Res, and even fortress tiles to influence this. You could also use two ranged dancers and give your brave unit DC (Altina comes to mind), or even put DC on all of your units save for one dancer; as long as you can get the Rokkr to consistently attack just one unit, it should work. After you have your setup of brave unit, two dancers, and bullet sponge, you need to arrange your units similarly to before, but this time arrange your units so that the bullet sponge is on the opposite side of the brave unit from the Rokkr; essentially, make a + shape, with the brave unit in the middle, and the bullet sponge and Rokkr on opposite ends. The general flow of combat will be the same, with your brave unit attacking, healing with their special, getting danced, and repeating, it just requires more knowledge beforehand and more setup.

33
WesteroTitania•

Most important is to play on Intermediate, not Advanced.

Then I use Est, Reyson, Leanne (or another Reyson), and healer with Witchy Wand or Melancholy.

Est has her refined prf, death blow, guard 2, astra, breath of life C and SS

The dancers have Goad fliers and their prfs, with SS that further buff Est (Spurs and Drives)

Basically get your heroes in a T with Est in the middle and the healer behind. On each turn Est quads the rokkr and the healers dance her to attack again. The healer sometimes heals Est, sometimes attacks the rokkr to reset the cooldown, and sometimes takes out the reinforcements (occasionally one of the dancers will have to take out a reinforcement too, especially if an archer shows up)

For a green rokkr you could use Elincia or Palla instead

For these dagger rokkrs you need to buff up DEF as much as possible instead of ATK since they keep debuffing you

23
MCA_Kamihate•

I use Est, Camilla, Leanne and NY!Azura every Siege and I reach 150k at least pretty easy. Key points here are Guard and Noontime on Est, Obstruct on Camilla for Ranged Rokkr to manipulate AI, so they attack the Dancer behind Est. This Dancer gets Renewal as a Seal and with Leanne it keeps their HP high. The other Skills are Flier Support. The only RNG here are the random enemies. If Archer spawn and can reach your Dancer then you have to adapt a little.

6
ChaosLordRTeam Female Morgan•

Breakers are almost useless IMO. They take up your B, and B is almost needed for Guard 2/3 to prevent the enemy's special from going off. If you want to double them, use Atk/Spd Bond 3 and Chill Speed 3 seals if needed (or Hone buffs/L!Azura). Most Intermediate Rokkr have like <30 Speed. If chilled, they get 23. Reinhardt at 22 base Speed gets 27 Speed with Atk Spd Bond. It's not too hard to double in. (in this case, Reinhardt wouldn't double at first engage, but after a hone buff/LAzura, he does)

If the enemy has a color, use TA3. If colorless, use DB3. Reyson is almost a necessity for his passive healing, but without that, BoL3 on C or seal works wonders to heal up your damage dealers with your other damage dealer.

4
FutureFanboyOPYune•

I do run Brave eliwood to rally and ruse the rokkr before attacking, so I don't need the guard. I do the advanced difficulty, how is the intermediate better (don't you get less points?)

1
ChaosLordRTeam Female Morgan•

If you just want 150k, it's significantly easier on intermediate, because the enemies have less stats, and are maxed at 2 reinforcements on the map total (I believe Advanced can spawn every turn regardless of how many are on the field).

With 2 brave damage dealers (Elicia and Reinhardt in my case) and 2 dancers (Reyson being one), they basically take turns hitting Legault/Jaffar 4x. Both of my brave users have BoL3, so even though Dagger 7 debuff might chunk Elincia out of Guard range, Reinhardt heals her back up (Reinhardt is tanky enough to only take 1 damage)

5
G_CanolaBerkut•

you get up to 160k, that is just enough. also the rokkr has lower stats, so it makes it easier

2
skullkid2424•

You get less points, but 8x caps out at 160k and the enemies are easier. You can ignore the adds for the most part (unless you get a bow enemy vs your fliers) and more won't spawn if you don't kill the originals. It basically means you can focus all 4 units to attacking/dancing rather than cleanup.

The red armor units were an easy break in with Est or one of the white wings who have brave anti-armor weapons. Daggers are going to be much harder being colorless and not having weakness.

2
80ajniNsuoicipsuSLucina (Brave Heroes)•

I'm running [melee unit] with Brave [weapon], Astra, DB4 (3 should work too)/TA3, Guard2/3, and Breath of Life.

I have 1 reyson (or other melee dancer) and two ranged dancers. My melee unit initiates on the Rokkr, my melee dancer goes behind the attacker and dances, my two ranged dancers go to the two sides of the melee unit. The rokkr stays in place and attacks reyson every turn, so my attacker takes no damage save the counterattacks. Reyson's heron wing heals my attacker to maintain guard, breath of life heals any damage my dancers take.

4
reid4891Laevatein•

That's exactly how I play it, but I usually swap between Astra and Noontime depending on the Rokkr.

1
sweateryoshiAzura (Vallite Songstress) •

Normally I use Palla/Est/Cherche (all with their refines.) depending on the rokkr colour. I gave all of them Astra, Triangle Adept (except Palla because her weapon has it built in) and guard 2 to maximize damage output and deny special charges for the Rokkr. I also use two dancers one of them is Reyson to heal Palla/Est/Cherche up so they don't get out of guard range. The other is L!Azura but a second Reyson works as well (so Palla/Est get their quad effect). I also use a Galeforce Naesala to kill all the small enemies which spawn all across the map. Now ideally you want to kill those small enemies with your galeforcer (Naesala in my case) first to increase your multiplier, and then attack the rokkr.

For ranged rokkrs I use a different strategy. I take my Est/Palla/Cherche (they need breath of life in their C slot now because your dancers are going to get attacked by the rokkr) with me alongside 3 dancers and just ignore the small enemies completely and focus only on the rokkr.

I get pretty consistent resilts that way.

Btw. if you have pair-up legendaries- use them. Pair them with your carry to get more stats.

3
NinetyNineTailsRobin (Fell Vessel)•

I'm probably admitting to being a nub, but pair-up gives stats?

​

EDIT: Oh, it says it does the in ? help for Pair-Up. Learn something new every day.

3
expajaNew Year's Showdown Champion•

I've been using a Brave user (for me, +10 Titania and Claude) with Death Blow, Guard 3, Breath of Life 3, and Sturdy Blow seal and 3 dancers, one being Reyson with Atk Tactic. I've been able to scrape by 150k and even 160k sometimes with that set up, I learned about it from someone here on reddit a couple seiges ago

2
FutureFanboyOPYune•

So I guess having guard is more important than quad attacking? Do you run noontime or astra?

0
skullkid2424•

The Rokkrs are typically slow, so you want guard AND quad attacking.

1
FutureFanboyOPYune•

I do have both, I use ruse skills and melancholy to keep the special down

1
expajaNew Year's Showdown Champion•

My Brave users are fast enough to still quad. I use Noontime to keep my HP above the guard threshold, which is far more important to not mess up the flow

1
zylro•

I used Cherche, with dagger breaker + galeforce here with Reyson, H!Mia, and a galeforce cleanup unit

2
SquildoNiles•

For this particular set of dagger Rokkr? Play on intermediate. Do you have any pair up units? Consider using them and having them paired with units with galeforce. I'm using Alm with brave bow and astra at the moment along with a dancer

2
Anteri_Mareeta (Darkness Within)•

My team comp is Always 2 Brave users with enough spd to quad (I use drives, goads, wards, threatens or chills to secure quads), and enough defense (using TA or the same skills stated before) to only receive 1-3 points of dmg per combat. I run one of them with Galeforce and another one with Astra unless I can run double Galeforce. Also run Guard on your attackers bc if the Rokkr procs it's special it's most likely gg.

My two support units are always Reyson (Dancer + Passive healing+ Flier buffs) and Eir (Useful for dealing with Reinforcements while also healing thanks to her C skill. She also runs Chill Atk or Spd as her seal.)

This comp has allowed me to max 200k every Rokkr so far except Claude who I had to do on Intermediate.

2
FutureFanboyOPYune•

The only frustrating thing is that my only brave users have 18, 21, and 30 base speed at best, so they only will hit twice

3
DemiosScourgeValter•

You could try using threaten speed or Seal speed on the unit that gets attacked.

2
FutureFanboyOPYune•

Yeah... I got the idea now, I just have to wait until next time because none of my carries have the SP to learn all the skills needed. Thanks for the help though!

3
Anteri_Mareeta (Darkness Within)•

Rokkrs are usually not that fast so you can try to find a way to buff your spd enough for most of them, it's even easier on Intermediate for an easy 160k. Seals, refines, C skills, Supports, Pair ups, etc. there's a lot of ways boost your units stats. I quadded both of today's daggers with Haar and Cherche just as an example and I believe Jaffar is the fastest Rokkr so far.

1
JustinH1469Setsuna•

I've been playing on intermediate difficulty with 8x multiplier (max score is 160k) using brave units that can quad + 3 dancers with goad fliers/hone atk/threaten def etc.

For today, which has dagger units, I used Est with Leanne, Reyson, and L!Azura supports. I used her for the armor swords yesterday too and she made the fights trivial. The dagger units are much harder IMO with the debuffs.

Est runs her prf with white wing refine, death blow 3, noontime, guard 2, breath of life 3, and seal atk 3 seal. Honestly it might be better to use Catria, but I use Est because she is +atk and does more damage then my Elincia

The seal atk seal helps the dagger units do less damage to my supports, since they debuff everyone with - 7 def/res

2
TapeIsMagicalShigure•

I’ve hit 150k on most enemies with Elincia (only ones she can’t kill are blues). Make sure you play on Intermediate and don’t worry about killing the reinforcements. Here’s all you need:

Elincia (or any quadding brave unit) with Guard 2 and Breath of Life 3, as well as whatever A and S slots that maximize her attack (I’ve got Death Blow and the Sturdy Blow seal). I’ve got three dancers (Rinea, Ninian, and Peony) who have some sort of attack buffs (I’m only using Spur Atk 3, Spur Atk/Spd 1, and Drive Atk 2, plus whatever buffs Peony gives after dancing). That’s not a whole lot of stat stacking; I don’t even think my Peony has anything except her base kit equipped.

Then to attack just position your units in a T, with your attacker surrounded by dancers so they can attack 4 times per turn. Ideally, the Rokkr will attack one of the dancers (in my case, Ninian). Just wait on the thing with your quad unit and you should be able to squeeze out 150-160k by the end of turn 7.

2
ItsmisterpoolGaius (Ylissean Summer)•

I run 2x Brave Weapon + Heavy/Flashing Blade Seal + Astra

1x dancer

1x Witchy Wand healer with double BoL

2
GreatWakkorottiOphelia•

Don't use breakers, you want your B slot to be Guard 2/3 to prevent the Rokkr's special from activating which is going to completely mess up your team.

- Play on Intermediate. At x8, you can still earn 160k max score, which is doable and is a nice compromise vs playing on Advanced where enemies have higher stats and there are more reinforcements.

- Use three dancers, two ranged (Peony and Rinea are the best choices), and one melee (Reyson because of his healing). The Rokkr will prioritise attacking Reyson since he cannot counterattack at range. Place Reyson behind your damage dealer, with the two ranged flanking your damage dealer at the sides.

- Your main damage dealer vs a dagger Rokkr for this round will be a melee unit with the ability to quad strike. Elincia, Est, or anyone with decent ATK and high enough SPD to inherit a brave weapon will work. You want to have a healing special like Noontime equipped to heal damage after every combat.

However, depending on the map, and depending on your damage dealer's base DEF, if you can place them on a defensive tile early on to attack the Rokkr, you can swap Noontime for Astra instead, and rely on Reyson to heal you each turn. Rinea with her Silver Goblet + Distant Guard seal also further reduces the damage taken. If you're going for this strategy, then Guard 3 is an absolute must.

- Attack and get a quad strike, use Peony first to sing (she gives +3 ATK), then use the other two dancers to sing. With four consecutive quad strikes each turn, you can reach 140k-160k easily on Intermediate. Good luck.

2
slej1Catria•

Guard is your best friend in modes like this.

Dancers are your next best friend, and then debuffing skills like threatens and chills are honestly amazing in this mode. Seals can work too, but you typically need the b slot for quard and special fighter.

Lastly glimmer and astra are the specials of choice.

Oh and I guess make sure you are always using 8 stamina.

1
DemiosScourgeValter•

I would recomend fast brave units that can quad with 3 dancers, one thing that helped me a lot when I was just close of getting 150k was setting a pair up hero with my main attacker, it was just +2 att I believe, but it added up to the damage I was missing.

To add to what people are also saying, Peonny is a great dancer that also buffs your dmg dealer.

1
blastcat4Ursula•

My team for this round is:

  • L!Roy with Brave Sword+, Noontime, Guard and Breath of Life
  • Young Azura
  • Lene
  • Reyson with Iotes Shield

The three dancers are all equiped with attack and speed buffing skills. Reyson is critical since he provides some healing and he's often the bait for the Rokkr. You HAVE to be able to quad and prevent the Rokkr special from activating. Typical 'T' formation is Roy facing the Rokkr with the bait dancer, Reyson, parked behind Roy. Lene and Young Azura are parked on either side of Roy. You have to equip as many atk/spd buffs as you can. With my set-up, there's almost no room for error and a missed attack can result in not reaching 150K (on intermediate). Ignore all the random trash mobs unless one of your dancers is seriously at risk of dying.

When It's a melee Rokkr, I use B!Lynn with the same skills (Brave Bow+, Noontime, Guard and Breath of Life) and use Young Azura as the bait.

1
redstar_5Roy (Blazing Lion)•

I use a bravr sword user with astra, , guard, flashing blade, two dancers and a healer. Noontime helps too. In somr cases i triangle adept up somronr, use effective damage, or both. Also, pairup units and both using galefirce can help.

1
reid4891Laevatein•

I play in Intermediate with a brave (or effective) weapon user (often Donnel) + three dancers (one of them preferably Reyson). It's better to ignore all the minions imho and just focus on attacking the Rokkr.

The brave user should equip something like Noontime (Astra), Death Blow (TA3), Guard 2 or 3, Breath of Life 3 as C skill and Atk/Spd Bond 3 as seal. You can tweak the build depending on the enemy.
I suggest to use three dancers with skills like Spur Atk/Spd, Drive Atk/Spd seals, etc.

Since you said you're worried about not being able to quad, I can tell you that I can quad Jaffar with my Donnel who has 25 base spd, you only need to figure out how much speed your brave user needs in terms of Spur / Drive from the dancers and once you reach that invest everything else on increasing Atk. As other said, Seal and Threaten are also good if you need to lower Rokkr's speed (or attack if your dancers are often in danger to die).

1