EpicBacon Posted November 16, 2025 Share Posted November 16, 2025 (edited) Okay, I've done some testing on the new roles, I have some good and some bad news. I'll do them in the order on the list from the patch notes. Masochist - 10% Defence Bonus. Finaltits normal defence goes from 30.042 to 34.549. That is an increase of 15% instead of 10% 10% would have been : 30.042*1.10 = 33.046 15% makes it to be : 30.042*1.15 = 34.548 (rounded to 34.549) No defence relics obtained when test was done. Verdict - 5% more defence then advertised. Not sure if it has interactions with other defence relics, could be something to come back and check later. Spermcaster - 75% more starting mana and regain. Radka's starting mana and regain Does increase with 75% each. Starting mana 21*1.75 = 36.75 (rounded up to 37) Regain mana 20*1.75 = 35. Here are the Json data, she starts with 37, round 1 gains 35, adds up to 72. round 2 gets to 100 and uses skill. Verdict: This might actually be super strong. Normally girlskills is cast at round 4, then each 5th round. This makes the first cast start at round 2!! and is then cast every 3rd round. By the time a normal girl casts her second, a spermcaster has already done her 3rd cast. When the normal girl casts the 3rd time, the spermcaster does her 5th. An Eccentric spermcaster seems quite lethal. Notable eccentric spermcasters; Radka (mythic) Atina, Zuzanna (legend) Metal Noemy (rare) Corkscrewer - Targets lowest ego girl. Tested and confirmed, does not care about positioning. Will hit the lowest ego girl regardless of her position. Verdict - Application seems niche, unshure how to use this effectively; synergizes with Finish Move. Bugger - +40% critical damage, but -20% normal hit damage. This is where the good news end, Housemaids attack is reduced by 20% 76.085*0.8= 60.868 Because the way damage is calculated, a lot of the damage is blocked by the defence. The added critical damage does not make up for the loss. Damage formula: (Girl base attack + damage increases) * Vigorous Motivation/Berserk = Modified Damage Modified Damage - Enemy Defence = Total Damage. If crit, then multiply Total Damage 2x. If additional critical dmg relics, adjust number accordingly. (50% extra critical dmg = Total Damage*2.5) Example 1: This shows a Bugger housemaids critical damage vs a normal housemaid attack. Only 20% extra damage on the critical vs a normal attack. Example 2: This shows a Bugger housemaid critical vs a normal housemaid critical. Even tho the bugger has 40% extra crit damage, the raw damage from normal housemaid crit is 45% stronger. To produce equal damage numbers, I had to increase the Bugger critical hit damage bonus from 40% to 150% Example 3: This shows a Bugger housemaid regular attack vs a housemaid regular attack. Normal housemaid does 86% more damage then the Bugger. Fluffer - Fluffer heals for 30% less. I had 2x90% dodge on my frontrow girls. I did not take enough damage to accurately check the healing. TL;DR. Masochist - 15% defence instead of 10% Spermacaster - Works as intended, seem very strong with a eccentric girl. Corkscrewer - Works as intended, ignores girl placement. Bugger - Reduces base damage, making her do much less damage, completely useless. Fluffer - Needs additional testing. Edit; Uploaded better pictures for examples, I've separated out critical damage in case someone wants to do the math. Edited November 17, 2025 by EpicBacon Grammar, formatting, new and updated pictures. 2 3 Link to comment Share on other sites More sharing options...
aeshka Posted November 17, 2025 Share Posted November 17, 2025 (edited) 13 hours ago, EpicBacon said: Okay, I've done some testing on the new roles, I have some good and some bad news. I'll do them in the order on the list from the patch notes. Masochist - 10% Defence Bonus. Finaltits normal defence goes from 30.042 to 34.549. That is an increase of 15% instead of 10% 10% would have been : 30.042*1.10 = 33.046 15% makes it to be : 30.042*1.15 = 34.548 (rounded to 34.549) No defence relics obtained when test was done. Verdict - 5% more defence then advertised. Not sure if it has interactions with other defence relics, could be something to come back and check later. Spermcaster - 75% more starting mana and regain. Radka's starting mana and regain Does increase with 75% each. Starting mana 21*1.75 = 36.75 (rounded up to 37) Regain mana 20*1.75 = 35. Here are the Json data, she starts with 37, round 1 gains 35, adds up to 72. round 2 gets to 100 and uses skill. Verdict: This might actually be super strong. Normally girlskills is cast at round 4, then each 5th round. This makes the first cast start at round 2!! and is then cast every 3rd round. By the time a normal girl casts her second, a spermcaster has already done her 3rd cast. When the normal girl casts the 3rd time, the spermcaster does her 5th. An Eccentric spermcaster seems quite lethal. Notable eccentric spermcasters; Radka (mythic) Atina, Zuzanna (legend) Metal Noemy (rare) Corkscrewer - Targets lowest ego girl. Tested and confirmed, does not care about positioning. Will hit the lowest ego girl regardless of her position. Verdict - Application seems niche, unshure how to use this effectively; synergizes with Finish Move. Bugger - +40% critical damage, but -20% normal hit damage. This is where the good news end, Housemaids attack is reduced by 20% 76.085*0.8= 60.868 Because the way damage is calculated, a lot of the damage is blocked by the defence. The added critical damage does not make up for the loss. Damage formula: (Girl base attack + damage increases) * Vigorous Motivation/Berserk = Modified Damage Modified Damage - Enemy Defence = Total Damage. If crit, then multiply Total Damage 2x. If additional critical dmg relics, adjust number accordingly. (50% extra critical dmg = Total Damage*2.5) Example 1: This shows a Bugger housemaids critical damage vs a normal housemaid attack. Only 20% extra damage on the critical vs a normal attack. Example 2: This shows a Bugger housemaid critical vs a normal housemaid critical. Even tho the bugger has 40% extra crit damage, the raw damage from normal housemaid crit is 45% stronger. To produce equal damage numbers, I had to increase the Bugger critical hit damage bonus from 40% to 150% Example 3: This shows a Bugger housemaid regular attack vs a housemaid regular attack. Normal housemaid does 86% more damage then the Bugger. Fluffer - Fluffer heals for 30% less. I had 2x90% dodge on my frontrow girls. I did not take enough damage to accurately check the healing. TL;DR. Masochist - 15% defence instead of 10% Spermacaster - Works as intended, seem very strong with a eccentric girl. Corkscrewer - Works as intended, ignores girl placement. Bugger - Reduces base damage, making her do much less damage, completely useless. Fluffer - Needs additional testing. Edit; Uploaded better pictures for examples, I've separated out critical damage in case someone wants to do the math. By my calculations a green spermacaster gives a profit of mana They regenerate 42 mana to other girls. Let's take 30 rounds and 3 girls: With no spermacaster and no green girls, they will generate 600 mana each and use their skills 6 times If we replace one girl with a green spermacaster, then the spermacaster will generate 1000 mana(100 mana every 3 rounds) and use her skill 10 times, which will generate 840 mana for other girls. So we profit 240 mana over 30 rounds BUT, this is assuming that the timing of refilling mana is ideal, but that is not the case. When your girl receive s mana and has over 100 mana, she will skip the turn for mana regeneration, which is a huge downside for green girls And they continue to give mana to girls with over 100 mana and dont prioritize girls w/o mana Edited November 17, 2025 by aeshka 1 Link to comment Share on other sites More sharing options...
EpicBacon Posted November 17, 2025 Share Posted November 17, 2025 (edited) 7 hours ago, aeshka said: By my calculations a green spermacaster gives a profit of mana They regenerate 42 mana to other girls. Let's take 30 rounds and 3 girls: With no spermacaster and no green girls, they will generate 600 mana each and use their skills 6 times If we replace one girl with a green spermacaster, then the spermacaster will generate 1000 mana(100 mana every 3 rounds) and use her skill 10 times, which will generate 840 mana for other girls. So we profit 240 mana over 30 rounds BUT, this is assuming that the timing of refilling mana is ideal, but that is not the case. When your girl receive s mana and has over 100 mana, she will skip the turn for mana regeneration, which is a huge downside for green girls And they continue to give mana to girls with over 100 mana and dont prioritize girls w/o mana You do make some good points, when I looked at spermcaster I only considered red and white, as most of the other girl skills are somewhat questionable. Alltho when thinking about it, a blue spermcaster is probably quite good too. The problem (as you pointed out in your post) is that the mana goes to two random girls, a sexomancer does not use mana unless she can revive. 1 sexomancer is 14.2% of your team, while running 2 sexomancers would mean 28.5% of your team does not need mana (if things are going to plan) I seem to remember you cannot save up mana; as a girl will use all available mana, even if you exceed 100. Don't quote me on this tho, if I am wrong and mana saving is a thing, then green could be quite useful. Red (eccentric) seems strong, more burnout for more damage. White (submissive) seems strong too, extra healing to stabilize the frontline early on when you need seems good to me. Blue (sensual) Can't go wrong with shields, still random who is cast on, but better chance with more casts. Black (domi) One extra attack each 3rd round (critical if 5 bulbs) Basically 1/3 more attacks. Seems fine, but red probably better overall Yellow (playful) Stun is unreliable, more unreliable stun is still unreliable. Purple (Voyeur) Mana drain still bad. Green (exhib) A lot better with spermcaster then a normal girl. Is reliant on mana going to a girl you need it on. Unshure how it will work in practice as its highly dependent on the team, and what girl gets the mana. High Variance BUGGER ANALYSIS After my testing last night I decided to take a closer look at the bugger role, It's really bad, but I just wanted to see just how bad it is. So first of all, the reduction in attack is very bad, because all damage numbers are based on this one stat. Having a lower attack means that more damage is blocked by the enemy's defence, since critical is calculated after enemy defence, it makes criticals do way less damage. It's also worth noting that since the enemies is scaled towards your best girls, you will face girls with really high defence towards the end of the run, the final boss on hard mode will have 215-225% the defence rating of your best girls. Your bugger girls will do bugger all against the boss. I've setup a spreadsheet to compare a normal girl against bugger girls with the same attack level, but with different levels of critical damage added to them, just to see how bad they are. Normal critical rate in the laby is 15% dependent on harmony, higher harmony gives you more critical and lowers the enemy critical. To simplyfy I am not going to use harmony in this example apart from the first 10% critical test. 10% critical; if you pick up no critical chance % relics or harmony relics, you will fall behind in critical chance, on hard mode you will be below 10% on the final boss. For a bugger girl to break even in damage against a normal girl with 10% crit, her critical damage would have to be increased from 40% to 800%. 20% critical (1 legendary crit chance relic) A bugger would need 500% critical damage in order to do slighly more damage then a normal girl. 30% critical (3 legendary crit chance relic) good luck with that A bugger almost breaks even at 300% critical damage. 400% does slighly more then a normal girl. 40% critical (5 legendary crit chance relic (more like 6 due to harmony)) Welcome to fantasy land. A bugger would need 300% critical damage to do slightly more damage. These are numbers against a hard laby floor3 normal (yellow) fight. These do not represent damage against a boss, I have not done the calculations, but I assume her damage will be too low to even get a hit in. Suggested changes; Remove the attack debuff and give her a base +200% critical damage bonus. Or Give her an innate +10% critical chance and give her a +100% critical damage bonus. I think anything less then this would make buggers unusable in the laby, especially with so many better options to pick from. Edited November 17, 2025 by EpicBacon bugger analysis 2 Link to comment Share on other sites More sharing options...
aeshka Posted November 17, 2025 Share Posted November 17, 2025 why even bother with any type of damage, bugger or not, when the main damage is burnout (like 90% on lvl 5 boss) they should make the bugger ignore defense and rethink domi girls 1 Link to comment Share on other sites More sharing options...
EpicBacon Posted November 18, 2025 Share Posted November 18, 2025 15 hours ago, aeshka said: why even bother with any type of damage, bugger or not, when the main damage is burnout (like 90% on lvl 5 boss) they should make the bugger ignore defense and rethink domi girls So I do like the idea of different roles and builds, and a crit build does make sense. A build that focuses on critical damage makes a lot of sense, the problem is that the laby has no obligation to give you any critical relics. Therefore it is going to very dependent on the relics you get. The problem is that the enemies scales so high compared to your girls that unless you get several dodge relics or heaps of protective bubble, you need to make the most consistent team you can. For me this happens to be 2 sexomancers and 5 fluffers, with 2 fluffers being white (healer) and 2 are red (burnout) The spermcaster is a good introduction, I'll probably change one of my eccentric fluffers into an eccentric spermcaster. Since I've also managed to get 2x90 dodge relics in my saved sweeps for floor 1 and 2 I might drop a sexomancer and put in a Corkscewer. She can then target any enemy girls that gets burned out, with some Finish move she can take out girls in the backrow without having to chew thru the entire enemy team. They have adressed the fluffer partly by reducing their healing damage (I've not tested it, I should tho, since the way bugger was implemented I should check jsut exactly how they changed the fluffer healing. In summary, I see what you are saying, and you are not wrong. There would have to be some rebalancing of skill to make more stuff viable, that means making other roles better, not just nerfing Eccentric and Fluffers. 1 Link to comment Share on other sites More sharing options...
aeshka Posted November 19, 2025 Share Posted November 19, 2025 20 hours ago, EpicBacon said: So I do like the idea of different roles and builds, and a crit build does make sense. A build that focuses on critical damage makes a lot of sense, the problem is that the laby has no obligation to give you any critical relics. Therefore it is going to very dependent on the relics you get. The problem is that the enemies scales so high compared to your girls that unless you get several dodge relics or heaps of protective bubble, you need to make the most consistent team you can. For me this happens to be 2 sexomancers and 5 fluffers, with 2 fluffers being white (healer) and 2 are red (burnout) The spermcaster is a good introduction, I'll probably change one of my eccentric fluffers into an eccentric spermcaster. Since I've also managed to get 2x90 dodge relics in my saved sweeps for floor 1 and 2 I might drop a sexomancer and put in a Corkscewer. She can then target any enemy girls that gets burned out, with some Finish move she can take out girls in the backrow without having to chew thru the entire enemy team. They have adressed the fluffer partly by reducing their healing damage (I've not tested it, I should tho, since the way bugger was implemented I should check jsut exactly how they changed the fluffer healing. In summary, I see what you are saying, and you are not wrong. There would have to be some rebalancing of skill to make more stuff viable, that means making other roles better, not just nerfing Eccentric and Fluffers. I also run 2 sexomancer 1 red fluffer and 4 blue fluffers. I used to have whites, but based n my observations the blues are more efficient. For your setup with 2 whites, it's good to have a green girl, so that she can shift the healing by 1-2 rounds. 1 Link to comment Share on other sites More sharing options...
EpicBacon Posted November 19, 2025 Share Posted November 19, 2025 3 minutes ago, aeshka said: I also run 2 sexomancer 1 red fluffer and 4 blue fluffers. I used to have whites, but based n my observations the blues are more efficient. For your setup with 2 whites, it's good to have a green girl, so that she can shift the healing by 1-2 rounds. The reason i am running white and red only is that I can focus on eccentric and submissive elemental relics only. Thus each elemetal relic i pick up is worth more in terms on damage. (4 red and 3 white girls) I've experimented with blue in the past, but I found it that the healing was more consistent since it hit all girls, while the shield is random who it gets casted on. You are correct with the healing tho, they usually cast on the same turn, meaning one cast is usually wasted. I might want to try switching out a red and a white girls for spermcasters instead of fluffers, as the extra mana will space out their healing. I did a small test in yesterdays Laby, I could not find any healing reduction on my fluffers, I'll have to run another test sometime later as I didn't have much time yesterday and had to finish the laby quick. Link to comment Share on other sites More sharing options...
xRob91 Posted November 19, 2025 Share Posted November 19, 2025 My first thought after reading Masochist description was "uh oh, another role that will cause phantom girl bug". I decided to test this. Those are my top girls on test server: At the beginning I was doing fights like always but then I put Karaya in team and didn't have to wait long for "phantom girl" to appear. I compared the stats of opponent's girls but assumed that Karaya was T4 in my squad. Results looked just as I expected. Cynthia and Ivy got 15% def bonus. In Ivy's case it's because she's Masochist herself. Her bonus doesn't affect her position in opponent team though. It's different story with Cynthia who copies Karaya's stats after role bonus was applied. Just like in Dominator case it works only when Masochist is in the player's team. 1 Link to comment Share on other sites More sharing options...
EpicBacon Posted November 19, 2025 Share Posted November 19, 2025 58 minutes ago, xRob91 said: My first thought after reading Masochist description was "uh oh, another role that will cause phantom girl bug" Oh wow, I didn't even consider this, and yeah you are totally right, infact since they get 15% compared to dominator 5%, there is more chance of a Masochist to appear. I did not remember how the bug worked in the first place, but thanks to the great laby guide that's been constructed. I was able to easily find the formula. The formula for the general total Power is: ceil(Ego + 7.5 * (Attack + Defence) + 0.625 * Speed) So where dominators adds Attack: ceil(Attack*1.05) a Masochist adds : ceil(defence*1.15) I guess that this means that the enemy can get even more defence, if you have a Masochist in top7, and the enemy girl that copies that girl happens to be Masochist too, then she'll get even more defence. @xRob91 Thanks for finding this out and also for confirming that the defence buff is 15% Link to comment Share on other sites More sharing options...
Ich42 Posted December 2, 2025 Share Posted December 2, 2025 (edited) Thanks to everyone who posted here. I agree with almost everything EpicBacon posted. But I prefer blue girls. I'm not sure what my team should look like yet. I have two girls with over 100% dodge. My current team has four blue and three red girls. The team I will soon have, also based on the ideas exchanged here, will also have four Blue and three Red girls, but with 5 Fluffers, 1 Sexomancer, and 1 Corkscrewer. I still see the problem that if a boss 5 battle has a lot of Corkscrewers, it could cause problems, but luckily I haven't seen such a team yet. I don't have much time at the moment, but I'm following it. And when I have more time, I'll try to adapt the summary for bolitho76. But you're welcome to do that too . [Edit] Just a question, which girls would you say should get dodge, ideally? And another question: what do you think is the minimum number of fluffers a team should have if it has girls in the front with over 72% / 90% / 100% dodge? The answer to my question about how many fluffers you need at least. Since I don't have any white girls, I would say 5. With white girls, I'm not sure, since part of the healing is done by the white girls and I have no experience with that. I currently have two blue fluffers (Mil and Blance) with dodge over 100%. I'm considering swapping Mil's dodge for Isis Hedjouret's dodge for maximum damage distribution, but that could take a while. Another consideration is mine. That I replace my two front girls, blue + fluffer, with other girls. Namely, with two blue spermcasters, and then farm relics until they have over 100% dodge. Compared to three blue fluffers, the two blue spermcasters make more shields. But then you'll probably need a white girl with a maximum of 4 fluffers in your team if you want to have a sexmancer. Edited December 2, 2025 by Ich42 Link to comment Share on other sites More sharing options...
asde1g Posted December 15, 2025 Share Posted December 15, 2025 (edited) Hey guys, does anyone know what this is? 260M is too much. H.com Edited December 15, 2025 by asde1g Link to comment Share on other sites More sharing options...
Der DinX Posted December 15, 2025 Share Posted December 15, 2025 Guess 230M sounds easy compared to 60G 13 hours ago, Alander said: An enemy with 60G+ appeared right on the first floor of the labyrinth. Is it another glitch or is it supposed to be like this? EDIT This time, super-powerful opponents appeared in each of the games (HH,CxH,PsH,MangaRPG). 1 Link to comment Share on other sites More sharing options...
Moderator holymolly Posted December 15, 2025 Moderator Share Posted December 15, 2025 2 hours ago, asde1g said: Hey guys, does anyone know what this is? 260M is too much. H.com new bug ..which has been reported... I hope they fix it soon because apparently it´s also affecting league... (lucky me ..yeah I got one) 1 Link to comment Share on other sites More sharing options...
Ich42 Posted December 17, 2025 Share Posted December 17, 2025 (edited) So once you defeat the difficult battle, things continue as normal. For me, there were only two girls with 12M and 15M attacks; the rest of the stats were normal, as one of them was a Sexmancer and therefore did not attack randomly. I won the battle on my second attempt, and all the battles after that were normal. I need only two battles, as two girls have over 100% dodge and could therefore only be damage by the random 100% energy hit. My Sexmancer couldn't revive the defeated, as the life of those hit was at around -12M / -15M and have been healed with ~400k. [Edit] The order of the opposing girls did not match the order as it should have been. That's all I could see. Edited December 17, 2025 by Ich42 Link to comment Share on other sites More sharing options...
Anon_sama Posted January 2 Share Posted January 2 Sadness. No more fun times. Labyrinth is probably my favorite activity in the game right now. 1 Link to comment Share on other sites More sharing options...
EpicBacon Posted January 2 Share Posted January 2 On 12/2/2025 at 11:05 AM, Ich42 said: Thanks to everyone who posted here. I agree with almost everything EpicBacon posted. But I prefer blue girls. I'm not sure what my team should look like yet. I have two girls with over 100% dodge. My current team has four blue and three red girls. The team I will soon have, also based on the ideas exchanged here, will also have four Blue and three Red girls, but with 5 Fluffers, 1 Sexomancer, and 1 Corkscrewer. I don't think I read this properly at the time, but I looked over it again and realized that if you have two girls with 100% dodge, then the shields will not really contribute much at all, as all attacks will get dodge. The only problem would be enemy girl skills that bypasses dodge relics. I've been running 3 fluffer eccentric girls in my laby runs, been meaning to change one of them out for a spermcaster, but with the inclusion of the sweep floor mechanic never got around to it. Decided to use 2 eccentric in todays run, one fluffer and the other spermcaster; just to see the difference in a final boss encounter. Found 2 nearly identical girls, the only thing separating them are the difference in defence. The difference in defence are from a 6% defence relic I picked up during the run. 29.852*1.06 = 31.643 (31.644 rounded up) 32.977*1.06 =34.955 (31.956 rounded up) You can also see that Atina starts with 35 mana as she gets a 75% bonus due to being a spermcaster. (20*1.75= 35) She also get 35 regain each round compared to Lenaëlle's 20 In the end; Atina got 6 eccentric casts compared to Lenaëlle's 4. If the battle went a a bit longer and Atina got to hit again, she would get another cast in. Obviosuly the longer the battle goes, the spermcaster is going to get more casts in, but when the opponents team starts loosing girls, each casts are less valuable as only one instance of burnout can be active at one time. Link to comment Share on other sites More sharing options...
Methos2 Posted January 2 Share Posted January 2 Did KK fix the Laby bug with absurd stat? Link to comment Share on other sites More sharing options...
EpicBacon Posted January 2 Share Posted January 2 35 minutes ago, Methos2 said: Did KK fix the Laby bug with absurd stat? I've never encountered the absurd stat bug, not sure what do/did cause it. I have not seen any additional reports of the bug since they put laby on a 24h reset, so either they fixed or it only affected a low number of people. 2 Link to comment Share on other sites More sharing options...
Moderator bolitho76 Posted January 5 Author Moderator Share Posted January 5 On 1/2/2026 at 10:32 PM, Methos2 said: Did KK fix the Laby bug with absurd stat? 1 2 1 Link to comment Share on other sites More sharing options...
Ich42 Posted January 6 Share Posted January 6 (edited) Since this has now happened to me twice, I wanted to post it here: I won the Boss 5 battle, but lost a girl! Since the first time I've watched many Boss 5 battles, I noticed the following: Before each girl has at least one shield (blue), she is vulnerable to the Not So Serious Spank (no bulbs). So far, nothing new, BUT if the opponents have Corkscrewer, in my case 3x, it can have an influence. Currently, my girl with the smallest EGO has 100% dodge, so that's not a problem for me. But if another girl gets a Not So Serious Spank (no bulbs), her EGO can drops below the one with 100% dodge. Then it's possible that I could lose this girl, if critical hits the girl from the Corkscrewer. In my previous constellation, it's possible that I could lose my only Sexomancer in battle. Currently, I have now two Sexomancers to get around that. Actually, not much has changed for me in terms of effectiveness, except that my two front girls now always have 100% dodge. I have two sexmancers, three blue girls, and two red girls as fluffers. I should summarize everything at some point... Edited January 6 by Ich42 1 2 Link to comment Share on other sites More sharing options...
EpicBacon Posted January 6 Share Posted January 6 2 hours ago, Ich42 said: Since this has now happened to me twice, I wanted to post it here: I won the Boss 5 battle, but lost a girl! Since the first time I've watched many Boss 5 battles, I noticed the following: Before each girl has at least one shield (blue), she is vulnerable to the Not So Serious Spank (no bulbs). So far, nothing new, BUT if the opponents have Corkscrewer, in my case 3x, it can have an influence. Currently, my girl with the smallest EGO has 100% dodge, so that's not a problem for me. But if another girl gets a Not So Serious Spank (no bulbs), her EGO can drops below the one with 100% dodge. Then it's possible that I could lose this girl, if critical hits the girl from the Corkscrewer. In my previous constellation, it's possible that I could lose my only Sexomancer in battle. Currently, I have now two Sexomancers to get around that. Actually, not much has changed for me in terms of effectiveness, except that my two front girls now always have 100% dodge. I have two sexmancers, three blue girls, and two red girls as fluffers. I should summarize everything at some point... I did not consider that if the enemy have corkscewer they can alpha down a girl really quick. I just thought that getting 2x90% dodge would be enough. And It would be, in about 95% of cases. I was planning on redoing my team, with only 1 sexomancer and 1 or 2 spermcasters. It would take some time to do the first 3 floors again and again, until I get dodge for a girl I want. Currently one of my sexomancers have 90% dodge, which is not ideal. Ultimately I guess it does not really matter, as I mostly just click skip battle anyhow. 1 Link to comment Share on other sites More sharing options...
jesusOverLord Posted January 10 Share Posted January 10 Hi, could you please help me by explaining each role that already exists in the game? Link to comment Share on other sites More sharing options...
Moderator bolitho76 Posted January 10 Author Moderator Share Posted January 10 1 hour ago, jesusOverLord said: Hi, could you please help me by explaining each role that already exists in the game? Take a look here: Link to comment Share on other sites More sharing options...
Anon_sama Posted January 18 Share Posted January 18 Neat, I've finally purchased enough shards to start seeing girls from before I came back to the game (I bought the last 20 shards for Noona). I doubt I'll attract hovers over image Analy before a new girl is released, but it's nice to know I'll only be seeing "new" girls from now on in that slot. 3 Link to comment Share on other sites More sharing options...
Ich42 Posted January 19 Share Posted January 19 (edited) A update: a) A summary as introduction: Here is a short summary that explains the most important things. For more detailed information, please read the appropriate section. First of all, keep your first/strongest 7 girls free of GS5, it makes the run much easier. And if you have dominator or a Masochist girls in the active team, check in the FAQ the bug list. It doesn't matter if you don't take girls into your squad, the first/strongest 7 girls you have in total will always be observed. For every GS5 girl in your first/strongest 7 girls, there will be just as many GS5 girls in the (Boss) fight. The position of your GS5 girls is mirrored in the team of your opponents. Every GS5 on the opponent girls makes your run harder. If you have GS5 girls try to put them in position 3 or 4. As these positions are the first to be attacked. If your opponents still have GS5 girls, check the bug list under j) The FaQ to see if you have been affected. Secondly, there are recommendations for your active team to get as far as possible. The front girls should be tanks (hardcore) and the back girls should be damage dealers (Know-How). You should also have 1 to 2 Sexomancer in the back girls, I would recommend 2 Sexomancer. The Sexomancer girls do not need GS5, as their role overwrites the GS5/skill and should be at max LVL. It is recommended that all non-Sexomancer girls should have the role of Fluffer. Because this role (Fluffer) heals the other girls and only attacks when they are all healed. Spermacaster make sense, but you have to know how to adapt a team. In contrast to the opposing team, your active team should have many GS5/skill. The GS5/skill/Elements: 🔴 Eccentric (red), 🔵 Sensual (blue), ⚪ Submissive (white) and 🟢 Exhibitionist (green) are recommended. There should be at least one Eccentric (red) in your active team as this causes % damage to the opponent. Fluffer and Sensual (blue) complement each other well and many have some of them in their active team. In my opinion, the best team at the moment without much testing. Submissive (white) and Sensual (blue) have similar effects in principle, there are different teams/ideas behind them and both are very successful. You can also combine both team ideas, but this should be tested. Exhibitionist (green) is useful and can fill spaces if there is still room. The other GS5/skill/Elements are not very useful, but better than having no GS5 at all, except the girls are always in the top7. Legendary girls should be favored over mythic girls and the best LVL for your girls is 650, as they are less likely to end up in the top 7 with their GS5. With LVL 650 they can have GS5 and they can have at least 4501 Know-How for 20 starting Mana. As everyone has a slightly different harem, these are only recommendations and should be adapted to your harem. There are more roles and ideas for an active team, but this should just be a short summary. Third are the relics you can choose. With the right relics, you can make your run easier. But with the wrong ones, even very good teams can be defeated as early as the Boss 3 fight. For relics prioritise Duck Master first (Max > 100%) and second Protective Bubble (are added as a percentage) both add up. You should also have at least 6% Finish Move so that opposing girls can be defeated again with one attack despite opposing Sexomancer and Fluffer. And every relic that increases the damage should be collected afterwards. If you complete a floor (floors 1 to 3) with at least 95% ego points among the girls, you can save the run for the next run (It calls Sweep Floor x). This means that you get the same relics in every run. This allows you to look for relics and then save these floors. It would be advisable to have at least one girl with 90% dodge, but in the long run it would make sense to have two front girls with over 100% dodge. Everything in one picture: ------------------------------- Did I forget anything in the summary, or should something else be added to the pictures? Edited January 19 by Ich42 3 Link to comment Share on other sites More sharing options...
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