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The ultimative Tricks and Tips for Labyrinth


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This is the compiled knowledge of the Forum to the Labyrinth and his secrets.

a) The Battlesystem

b) Skills in the Labyrinth

c) The Roles of your Girls

d) The Relics

e) The shop

f) FAQ

 

This thread wasn't possible, if not a good bunch of hh players have worked together to gain all the knowledge and data and shared it in the Forum.

A special "Thank you" on behalf of much more participants goes to: CulturedCrow, Epic Bacon, Holymolly, Horsting, Ich42, madahmed, xRob91.

 

 

 

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The Battlesystem of the Labyrinth:

 

Before the fight:

Labyrinth difficulty:

At the beginning of the labyrinth, you are asked about the difficulty of the labyrinth. The labyrinth resets every 2 days, this means you keep all coins, all relics are removed, all girls are healed and you start on floor 1 at the beginning. To unlock a harder difficulty level, you need the following prerequisites:

Easy - 35 Girls (min. 7 girls)
Normal - 140 Girls, 250 Hero Level
Hard - 280 Girls, 500 Hero Level

Depending on the difficulty level, there are Easy has 3 floors, Normal has 4 floors and Hard has 5 floors. The number of coins varies depending on the floor. For more information, take a look at the table in the The Shop of the Labyrinth.

Difficulty.png.daba9df7a71e56ee37541643b0fea582.png

 

To give you an idea of how the difficulties are different, here is a list (created from a many runs) :

The values are based on the Top7 girls, more on this under Squadbuilding. In addition, starting from girl 1 (center), each girl gets 1% stronger, up to position 7. The values are based on girl 1, as all values can get max. +7% on the fluctuations (10%). These percentages influence Ego, Harmony, Attack and DefenceStarting Mana and Mana gain also follow the increase as indicated in the table, but may differ by up to +5% due to relatively small numbers and rounding to whole numbers.

image.png.e0fe2bc085ecced989163f8894c0f030.png

The speed has its own scheme and is not influenced by the labyrinth difficulty, but by the difficulty of the individual fight.

image.png.dd8673c96f3df82688dffe02a7a59dc9.png

 

 

Base data:

There are 8 stats that are used in the Labyrinth battles:

11.png.c0e0ce3d21fec1c9c1bb45c7ad22b218.png

1. Ego - the number of Health Points your girl need to lose before she becomes Tired. In Tired state she can no longer fight, so your main objective it to keep this value above zero. There are some skills (role: Sexomancer only in the fight) and relics that can restore % of her ego. If your girls become Tired you can heal them by either using Rejuvenation Stone  01.png.5814fa9b5902f922f5de5f6bdc92803d.png(heals every girl) or stepping on Angel Wings field 02.png.40d83191e3c327d0aff41f03830fbbd0.png (heals one random girl).

2. Harmony - determines the critical hit chance. As in PvP system, the combined base percentages of you and the opponent is 30%, and that 30% is divided depending on both sides' harmony stat. However, in Labyrinth there is also a Critical Expectation relic that works independently. To calculate your crit chance you can use this formula:
Sum of % from Critical Expectations + 0.3 * girl's Harmony / (girl's Harmony + opponent's Harmony)

3. Attack Power - the raw damage that girl will deal to the opponent's Ego during her turn. The final damage is reduced by opponent's defence.

4. Defence - the amount of damage that girl will block every time she gets hit by the enemy. If girl's Defence surpasses opponent's Attack Power then she won't get any damage and the game will display the word Dodge instead of the number of the received damage points.

5. Starting mana - the number of Mana points the girl will start the fight. With 20 Starting mana you can reduce the first activation of the skill from 5 rounds to 4 rounds. With over 4,500 Know-How you have at least 20 Starting Mana. The maximum you can achieve is 35 at around 12,000 know-how.

6. Mana regeneration - the number of Mana points the girl will gain after her turn (if she is stunned, she won't get any points). To trigger her skill the girl need to gather 100 Mana points or more. All player recruits have fixed Mana regeneration.

7. Speed - determines who will act first in the battle. Each turn every player and opponent's girl makes one move and the girls with highest Speed stat attack first.

8. GS5 - it is the level of girl's 5th skill. To learn more check out Skills in the Labyrinth post.

 

Girl's stats are calculated with these formulas:

Ego = ceil(8 * girl's Hardcore + player's Endurance)
Harmony = ceil(0.2 * girl's Know-How + 2 * player's Harmony)
Attack = ceil(girl's Know-How + player's Primary Stat)
Defence = ceil(0.5 * girl's Charm + 0.25 * (player's Secondary Stat + player's Tertiary Stat))
Starting mana = min(35, 10 + ceil(0.002 * girl's Know-How))
Speed = ceil(0.2 * girl's Know-How + player's Harmony)

It should be noted that Speed is influenced by player's Harmony, not girl's Harmony. One other stat that appears here is girl's total power. By default, your girls are sorted by this stat. The game also uses this stat when it checks your 7 strongest girls. Total Power is calculated by this formula:

Total Power = ceil(Ego + 7.5 * (Attack + Defence) + 0.625 * Speed)

 

 

Squadbuilding:

The first/strongest 7 girls when selecting the Squad after choosing a Labyrinth difficulty decisive. 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 look at. What is meant by this, the opposing girls are calculated based on your top 7. However, you do not have to have your top 7 in your active/fighting team. This is the mechanism that allows you to have GS5 in your team but deny it to the opposing team. After the Top 7*, it doesn't matter at all.

(Top 7*, for "phantom" girl bug. More in the bug list)

50.thumb.PNG.c441752f72376c331b777024dd9e0441.PNG

 

 

Positioning:

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. The position follows the strength of your strongest 7. First center, top then clockwise, your opponents have accordingly center, top then anticlockwise. If your girls with GS5 have position 3 and 5, then the opposing girls in positions 3 and 5 have a GS5 equal to your GS5 in the positions. Opposing GS5 girls usually have one of the highest defense values, keep that in mind.

If the speed of your girls is the same, then the following order is used: center, top then clockwise. And if the speed is the same as the opponent, you start first.

For an optimal setup of your girls please have a look at the FAQ.

Pos1.jpg.ee5f5bb21e130445d72ac2b746526ef1.jpg

Pos2.jpg.89015a198576d6b8fc2933fa9a0a2a4b.jpg

 

 

The way:

Each Floor has 10 battles or events, the last battle in the Floor is against a boss.  
There is a maximum of 2 possible fields that you can select next. You can only go forwards, fields that cannot be reached are no longer displayed.
You should therefore look where you want to go, otherwise you will not be able to reach certain fields. 

image.png

way.thumb.png.814e35eb973c5a9aa73ca1467cfc19dc.png

Floor.png.825e891fa28d6c32b12b53a817be1315.png  Here you can see which floor you are currently on.

If you can't see the boss, there is a scrollbar with which you can move.

scrollbar.png.a388987bf796b54b7cc2161c6b71ec82.png

 

 

Fields:

Not every field is available on every floor. Depending on the labyrinth difficulty and floor, the battles are of varying difficulty, please check the table in Labyrinth difficulty. The following fields are available in the labyrinth:

Start.png.e8b03d1bd75d97f868030327aa8e8850.png  [Start] Only on Floor 1 to start the Labyrinth, very easy.

 

Easy.png.296904a46cef4da7cc99fc2364b0c8cf.png  [Easy] Only available on Floor 1 and 2.

 

Medium.png.026642192452966918d1a30d5fe01bde.png  [Medium]

 

Hard.png.36b854e2d081345ec8b4a5675feb0112.png  [Hard]

 

Boss2.png.2d72b2781d477ea0410f753c0b80ff3b.png   [Boss] If you defeat the Boss, you move on to the next floor or have completed the labyrinth. 

Boss also bring in coins the number of coins varies depending on the floor. For more information, take a look at the table in the The Shop of the Labyrinth.

 

Coins2.png.880391e2eb18dcb0d2c5fc8805c82bc9.png [Coin] Coins are used to buy things in the shop.

The number of coins varies depending on the floor. For more information, take a look at the table in the The Shop of the Labyrinth.

 

Re.png.69955bca3554e6eb296244c90eb0eb00.png [Angel Wings] Recovering or healing an injured girl.

 

 

 

The fight:

The fight is carried out as follows. All girls are assigned their starting mana as Mana and ego/health status from the previous fight or from the base data. Depending on the speed, the order of the girls is determined and is visible on the number above the girl's avatar.
Girl with a yellow frame is on the move and girl with a red frame receives damage.
Now the first girl starts and deals damage to girls who can receive damage. See more under Some hints how some of the Relics increase your stats. After that, the girls follow in order until there are only girls in one team. Or a draw, see After the fight.
First the Fornt is attacked, if no girl is able to fight at the front the attacks go on to the Mid. And if there are no more girls in the Mid who are able to fight, it's on to Back.
After each attack, the attacking girl receives Mana in the amount found in the base data. The Mana cannot rise above 100 as a result of the attack. If the mana is over 100, it does not increase any further. If a girl has 100 or more Mana after the attack, she performs her Skill and 100 Mana deducted from the current mana . See more under Skills in the Labyrinth.

image.thumb.jpeg.d83cb43d78226abf92e093b0a1fbfc8a.jpeg

battle.thumb.png.5bb12b0a08a2b2c1cd44860d7485cf68.png

 

Speed:

With Speed you can increase the speed of the animations, up to a maximum of 8x.

 

Skip:

You can use Skip to speed up the fight and get the result of the fight. For possible outcomes of the fight, see below.

 

 

 

After the fight:

The three possible endings of a battle in the labyrinth:

 

Win:

If at least one girl in your team survives, you win. The current ego/health status of your team will be carried over into the next battle. Girls who are disabled can only be revived using a Rejuvenation Stone or an Angel Wings field. You will receive different rewards and relics depending on the difficulty of the fight. Here are some of them:

Medium2.png.e449a801c57294ca8acc0a7a816b30d4.png [Medium]

Hard2.png.1c82946272e29f2f0a410adb99e3d291.png [Hard]

floor1.thumb.png.cf5ee16518133cf9691c53d886eaafcf.png [Floor 1 Boss]

floor5.thumb.png.161d5a7feb82a9533dd61fd3fb11d2bb.png [Floor 5 Boss]

 

 

Relics after Win:

You also get a choice of 3 random relics that only help you in this labyrinth run. The strength of the relics depends on the difficulty of the fight, see more under Relics.

Here is a possible selection:

Floor1_Relect.thumb.png.f461e0323ccc29d0858ab5b177f4d4ab.png

 

 

Lost:

If at least one girl from the opposing team has survived, you have lost. The current ego/health status of your opposing team will be carried over into the next fight. This makes it possible to slowly defeat an opposing team, even with weak girls. After the defeat you will see the following:

lost.thumb.jpg.b8244dfb79d278f1b458563dfe66f648.jpg

 

Draw:

After 100 rounds (with or without "Skip" and usually 1400 individual battles) when there is no winner. A draw is automatically displayed in the form of a defeat screen, but with the text: !!HH_design:Draw!! A separate display was probably not created. The last state of the damage and disabled girl is taken for the next fight, with the starting mana.

image.thumb.png.40fa5ab0541b435a1be409260388ae22.png

 

 

 

After the Labyrinth:

After you have completed the labyrinth run, you get a summary of how many girls are tired and how many Rejuvenation Stones you have used. This is also saved with the labyrinth difficulty in the statistics and can be viewed under Rakning see below.

after.thumb.png.03b6ec5504c7c3218ce22d546bcb845a.png

 

 

While in the Labyrinth:

image.png.31033e56b74399a16702e51639abfa46.png

While you are in the labyrinth you have access:
Stones, girls you can revive with Rejuvenation Stone.
Shop, here you can exchange items for coins you have collected. See more under The Shop of the Labyrinth.
Squad, girls you have taken with you.
Relics, you have collected so far for the run.
Ranking, your performance compared to other.

 

Edited by Ich42

 

 

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Skills in the Labyrinth

Most of the normal Skills of the game doesn't work in the Labyrinth - exception the 5th Skill (GS5). But the 5th Skill (GS5)/Active Skill in Labyrinth works a little bit different from the rest of the game.

00.png.f00412bc179c72c1cddc5e89907df268.png

 

The skill of a girl are only activated after the attack and if she has (equal to or more than) 100 mana. The Mana cannot rise above 100 as a result of the attack. If the mana is over 100, it does not increase any further.

 

The 5th Skill (GS5) is a double-edged sword. You need it to get as far as possible in the labyrinth, but the girls with the GS5 should not be in the top 7 (if possible). You also need at least 1 girl with the 5th Skill (GS5) for the rest of the game, which should also not be in the top 7 (if possible).

It should also be noted that sexomancer do not need GS5. As their role overwrites the Skil, sexomancers skill cannot be used. So the role works with 0 GS5. But you should pay attention to their color, this should already be present in your team. So that possible relics affect as many girls as possible.

 

 

Read here to know how the differences are:

 

"Default" Skill:

If you use Girls without 5th skill, they can also trigger a "special move" if their mana reached 100. This "default" skill is:

Not so serious spank (no bulbs)

Does low damage against a random opponent.
Damage is 50% of girl attack, minus targets defence.
Will often miss in the labyrinth due to opponents high defence.

 

Skills:

Submissive (white) 20% - 25% - 30% - 35% - 40%
Heals all girls for a percentage of their total ego.
Really strong effect, having 1-2 submissive girls on a team is highly recommended. You can also reduce the number to 0-1 when using fluffers (roles).
When in opponent's team, it heals up to 2% of opponent girls' ego.

 

🔵 Sensual (blue) 16% - 20% - 24% - 28% - 32%
Shield three random girls on your team for a percentage of their total ego, stacks until 100% is reached.
Strong effect, preventing damage is helpful, If using 2 or more shield girls, you will most likely hit a girl that needs shields, but there is a chance to miss. If a girl has 100% shield, the girl is not taken into account if the next time a other girl performs a Sensual (blue) skill. If all girls have 100% shield, and a Sensual (blue) girl uses her skill, then 100 mana goes away but nobody gets more shield.
If opponent girls use this skill, the fight can be very difficult, especially in the boss fights.
The whole thing is displayed with a white-blue bar under the girl's ego:

01.png.bf367b9982cb7465e35c743f53e9cd69.png

 

🟢 Exhibitionist (green) 24 - 30 - 36 - 42 - 48
Give mana to two random girls on your team.
Strong effect, can reduce casting times on skills by 1 to 2 turns.
Through this skill the mana of another girl can be over 100, but the another girl only uses 100 for her skill, the rest remains and follows the normal calculation.

 

🟠 Physical (orange) 4% - 5% - 6% - 7% - 8%
Increases defence on all your girls for four rounds.
More defence means taking less damage, does not absorb damage like shields do; but will hit all girl.
The whole thing is displayed a silver shield with an upward arrow at the top right to the girl's avatar:

02.png.fa0bd6c887dc9624d7c5bec600686019.png

 

Dominatrix (black) 100% - 125% - 150% - 175% - 200%
Deal % attack damage to a random opponent.
Basically 1 extra attack each mana skill usage, normal hit for 1 bulb and 5 gives you a critical.

 

🟣 Voyeur (purple) 4% - 5% - 6% - 7% - 8%
Drains (Percentages, rounded) from the current mana from all opponent girls (calculated individually and also even from the defeated ones) and gets all of it added to her mana.
Wery weak effect, the effect even on 5 bulbs is neglible. If the stars align you MIGHT set the enemy back one turn.
Spend your bulbs elsewhere.

 

🔴 Ec

centric (red) 5% - 6.25% - 7.50% - 8.75% - 10%
Casts a damage over time effect on two random opponent girls that ignores defence (can be blocked by shields).
Strong against high defence girls, lasts three rounds. Does not trigger Finish Move (Relic) by itself, but can reduce girls  ego down below 0. In this case there is a numbers bug, see more under bug list.
Red skill stacks in duration, not damage, if hit by several Red skills, they will take effect in order casted.
A girl hit with 2 Red skills of 10% damage each will have 6 turns of 10% damage, instead of 3 turns of 20% damage. However, the symbol is no longer visible for the second half of the 6 laps. But the damage is still calculated.
The whole thing is displayed with a round symbol with a flame in it at the top right to the girl's avatar:

01.png.2178632ca80db7752f305945de3214a9.png

 

🟡 Playful (yellow) 13%* - 16,25%* - 19,5%* - 22,75%* - 26%*

Chance to stun two random opponent girls for two rounds.
Tooltip does not show correct chance, Strong effect, but unreliable.
Techically Stacks consecutively, going in order of cast, but can be counted as additively, as its just more instances of stun.
The whole thing is displayed a little green face with a halo of spinny yellow stars at the top right of the girl's avatar:  
* = The values were determined by a many runs and may vary slightly as there are no official values.

03.png.4cc136c352d31916b8fb32a81c46fa6b.png

 

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Roles of the Girls

An exclusive to the Labyrinth feature are the Roles your Girls can have.

Read here more what the roles are and how they can help you in your journey through the Labyrinth!

 

 

image.png.0d8a9585267d1c856d7b92ff441df509.png Fluffer
First heal the wounded girls with the lowest Ego and only when there are no more wounded they inflict damage. Heal power is dependent on fluffer's Attack Power, it heal up to 100% of girl's Ego. It is possible to heal critically. The GS5 skills are not affected by the role. Fluffers do not heal themselves. Enemy Fluffers healing is limited to 5% of her Attack Power (for most highlevel players it will be around 4k).

 

image.png.1b43db85609a5660ce06a569bd546c55.png Sexomancer
Lets a tired girl in your current team come back with the same amount of ego as Sexomancer's*. The ability of the skill is only limited to the current team! Not to all girls in your entire selection. The girl should be at the back if possible so that she can revive the other girls with a lot of ego. The GS5 skills are influenced by the role! Therefore, it is not worth investing bulbs in the GS5. Enemy Sexomancer have a lower cap how much hitpoints a revived Girls will have (5% of Sexomancer's ego, for most highlevel players it will be around 20k).
* Because of the bug with negative ego number, it sometimes recovers less ego than it should.

 

image.png.bba68f05a17c89a416afa6c3d2694b6e.png Dominator
Dominators get 5% more damage.
This works the same way as "Vigorous Motivation" and "Berserk" where the 5% is added at the end, after all other damage sources have been calculated. Currently there is a bug with this role. Each dominator girl in your active team increases their attack by 5% for the calculation of the total power. However, this is not displayed in the total power and can lead to "phantom" girl bug. More info in the bug list.



image.png.bd18050be010b0039774bfe283563f53.png Pleasurelock
When crit - adds half of the damage dealt by the opponent in the previous attack to her own damage.
When a pleasurelock does critical damage, she will take half the recived damage against ANY Pleasurelock and add it to her own damage. This means if you have 4 pleasurelocks in your team, and one of them is hit, ALL of the pleasurelocks will add that damage to their attack. If no pleasurelocks are hit, or attacks are blocked or evaded, they will simply add 500 damage.

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The Relics

Everytime you beat an opponent in the Labyrinth you gain a selection of 3 random picked Relics you can choose one from. Choosing the best relics make your journey threw the Labyrinth easier, or in case of the hard mode it's needed to win the Labyrinth journey. The relics are only used for one run. After the run, i.e. max. 2 days, you start again without relics.

Here can you read what the relics are and what they do:

 

Relics:

 

The strength of the individual selectable relics depends on the difficulty of the fight. To narrow down the possible strength of the relic, there is a small classification here:

relic.png.f87a733e6dde746a0939067d522617ce.png

 

 

 

Attack from the back
Gives backline girls increased damage
Stacks additively

 

Berserk
Multiplies with final attack number (after all other sources are added), but only when girl is under 50% ego.
Stacks additively with itself.

 

Critical Expectations               
Adds base critical number after Harmony calculations.
Stacks additively

 

Critical Thinking (all and target)
Increases critical damage
Stacks additively

 

Curse
Random opponent girl takes % more damage
Each instance of Curse is induvidual, using several copies can hit the same girl, and in that instance they stack additively.

 

Defeat Medication
Defeating opponent girl restores % ego.
Stacks additively, does not currently trigger when if opponent is taken out by "Finish Move".

 

Defender of the Haremverse (all and target)
Increases Defence by %
Stacks additively

 

Double Attack                       
Gives % Chance of double attack against the same target, giving double damage and double mana.
Each attack are individual and one or both can crit.
Stacks additively (assumed; not tested myself)

 

Duck Master
Gives % chance to dodge oppononent normal attack.
Will dodge all normal attacks if value exceeds 100%
Stacks additively

 

Egoist (all and target)
Increases Ego by %
Stacks additively

 

Ego Rebound                        
Recover % Ego based on attack damage
Healing seems to be correct.
Stacks additively

 

Finish Move                 
After each attack, defeat and opponent girl, if they are below % max ego
Reported by devs to stack up to 40%, highest value i've reached is 38% and confirmed working up to 37.45% ego. 
Currently does not work with "Defeat Medication"
Stacks additively

 

Front Defender                      
Frontline girls gets increased % defence
Stacks additively

 

Harmony in the middle               
Midline girls gets increased harmony
Stacks additively

 

Impactful (all and target)
Increases damage by %
Stacks additively

 

Protective Bubble
Reduces damage by %, each additional relic have reduced effective protection
Stacks Consecutively, highest rarity first

 

Protection Assist
Gives % shield to a random girl on your team based on her max ego.
Each instance of the relic is induvidual, can hit any of your girls, can hit the same girl, in that case the effect stacks additively.

 

Rejuvenation
Restores % of missing ego on start of girls turn, each additional relic have reduced effective healing.
Stacks Consecutively, highest rarity first

 

Sweet harmony (all and target)
Increases harmony by %
Stacks additively

 

Vigorous Motivation
is added after all other damage sources are added, making it the best damage modifier.
Critical Damage is 2x(200%) and is increased by Critical Thinking. By adding the X0% per relic to the Crit Damage 200%(2x). But if the enemy defence is too high and your total damage is 0, the critical will not add any damage. .

 

Element Powers
Increases element damage for girls of coresponding color
Stacks additively

 

Some hints how some of the Relics increase your stats:

Damage is :
(Girl base attack + damage increases) * Vigorous Motivation/Berserk = Modified Damage
Attack Damage - Enemy Defence = Total Damage

Vigorous Motivation is added after all other damage sources are added, making it the best damage modifier.
Critical Damage is 2x(200%) and is increased by Critical Thinking. By adding the X0% per relic to the Crit Damage 200%(2x). But if the enemy defence is too high and your total damage is 0, the critical will not add any damage.

I've created a table here with 4 examples of damage.
I have a total of 10% Impact damage and 10% Vigorous Motivation damage
I've broken them down individually so its easier to see where the damage is coming from.
image.png.7a1504add2c299fe7068859d8aebac0b.png

1 - This is 50.000 damage going up against 50.000 defence, as one would imagine, this results in no damage.

2 - This example has 10% Impact damage over 3 relics, and 10% Vigorous Motivation over 2 relics. All impact damage is based on girl base attack, each relic calculated seperately and added to the modified value. Vigorous Motivation then takes this modified value and multiplies its percentage. The end result is some damage to the target.

3 - Same example as 2, but with the opponent having 10.000 more defence. Almost no damage done.

4 - Here the opponent have so much defence that the combined base attack and relics are unable to do any damage.

So conclusion, since backrow has access to "attack from the back" and know-how girls have base more base damage, it would make sense to have know-how in the backrow. Vigorous Motivation is also the best damage relic as it interacts really well with other sources of damage.


Harmony it's not impressing. Since harmony can add up to 30% crit either way, each relics does not add that much. I've put in a table that shows Harmony in the middle relics.

Harmony both increases critical chance for you and reduces enemy chance to crit your girls, but since we are looking at Harmony in the middle, the second part would not come into effect much, unless your frontline is breached, so I will focus on the increased critical chance only.
image.png.3f0b078c9b31cbc251e40023e1ac1dce.png
when the harmony is the same on both sides, both have 15% critical chance.

This example is based on both girls having the same amount of harmony.
Common +24% gives an increase of 1.61%
Rare        +32% gives an increase of 2.07%
Epic        +42% gives an increase of 2.6%
Legend  +64% gives an increase of 3.64%
Mythic    +80% gives an increase of 4.29%

This is not great, and this is in the best scenario where you have the same harmony as your opponent, in later fights they WILL have a base harmony higher then your girls, meaning you would have to grab several relics just to stay on par with the opponent. And as mentioned earlier, you are not getting the secondary effect of reduced critical hits on you, as this relic only affect the midline.

For critical increase, it seems a lot more effetive to pick up a couple Critical Expectation instead, this relic adds a base % and are not affected by a sliding scale that harmony is.

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The Shop of the Labyrinth

You can collect coins in the Labyrinth and for this coins you can buy something in the Labyrinth shop.

Here is a small list of possible coin collections.

image.png.8536f956bfce876528f5776e33b96498.png

 

And here is a list of how the monthly cards affect the coins in Hard:

image.png.2d489238f5b116c13f0b2942b440617b.png

 

The products in the Labyrinth Shop are renewed several times a day. .

And here is a table of what is available in the shop:

image.thumb.png.15eb4fd58e14c8938d9d69471ab6b539.png

 

 

 

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The FaQ:

Q: Do boosters work in Labyrinth?

A: No. Currently, no booster has any effect in Labyrinth.

 

Q: How often new girls appear in Labyrinth?

A: Labyrinth season lasts 60 days and after this time new girl is added.

 

Q: Can I get the previous girls?

A: Yes. Labyrinth has the system similar to League/Club Champions but the order is reversed. It means that you need to get the most recent ones first for the older ones to appear. Older laby girls can also appear in second market slot if you have any shards for them.

 

Q: Which girls can appear in market second slot?

A: All 5* girls from which you have at least 1 shard.

 

Q: Will I have to pay full price if I have more than 80 shards for the girl?

A: No, the cost of the girl will be reduced accordingly.

 

Q: I picked up the relic that increases girl's damage/defence/harmony but her stat didn't change. Is the relic broken?

A: The relic works properly but the game shows only girls' base stats.

 

Q: Why opponent's girl dodges all my attacks?

A: Probably that girl has more defence than your girls' attack stat. It happens quite often on 5th floor boss. One of the solutions is using Eccentric girls with skills, because their skill ignores opponent's defence.

 

Q: If two of my girls have the same speed, who will attack first?

A: If several girls have the same speed stat then they attack in classic order (central, top then clockwise).

 

Q: Is the power of the girl at the Labyrinth fixed from the initial selection, or does the power of the girl rises during a Labyrinth run, if you upgrade/level up the girls during that run?

A: Every change in your team will have instant effect in Labyrinth. It includes player actions (like leveling/upgrading/skilling/unskilling/equipping GG) as well as changes triggered by blessing change. It can also influence your opponents if your 7 strongest girls (overall, not only chosen for the Labyrinth) have changed.

 

Q: Is it possible to change Laby difficulty if I haven't confirmed my team yet?

A: At this point, it's already too late to change difficulty so you have to play on the chosen one during that run.

 

Q: Is it possible to get enough coins for Laby girl in these 60 days?

A: To get Laby girl you need 13200 * 5 = 66000 Laby coins which shouldn't be a problem for Normal or Hard difficulty (if you can complete them). It is also possible on Easy but you need to have at least Silver monthly card.

 

Q: I saw Labyrinth oriented daily goals. Does it mean that if I complete Labyrinth in the first day then I can get impossible daily goals on the next day?

A: No daily goal of this type will appear because you can't have a daily goal relative to the Labyrinth that is impossible to perform.

 

Q: Can I get rewards from previous events if I buy monthly card in Laby market?

A: If an event run out and you buy a monthly card in the Labyrinth shop you should get the unlocked rewards from the last event, that have ended.

 

Q: Why can't I choose the Hard-mode?

A: You need to have 280 Girls and you have to be at least lvl500.

 

Q: Why have the opponents so much skills?

A: If you have at least one Girl with 5th Skill in the 7 strongest Girls in your Squad, the game will have also Girls with this skill. Every Girl with 5th skill in the top group counts. It doesn't matter if your actual team for Labyrinth fights have a skilled Girl - if there are one or more in the top7 of your squad, the opponent will have them.

 

Q: Am I strong enough for the hard run?

A: In the Hard run, the fights are more difficult than in Normal run and the Boss 5 fight are very difficult. However, there are some strategies that have proven to work well. The best strategy that has proved here is survival. Your team must be able to survive as long as possible, or even better, every cycle without damage. So that your team can spread damage over a very long time, even over a draw. You need the right relics for this, otherwise you have a little chance without rejuvenation Stones.

For relics prioritise Duck Master first (Max > 100%) and second Protective Bubble (are added as a percentage) both add up. These can be combined, as long as the relics are available in the selection. 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.

For the Protective Bubble, the more Protective Bubble you have, the less each additional one brings in total, here is an example:

08.png.1a386e603ad2aafe1ea5b603823295bb.png

It makes sense to take Protective Bubble up to about 70%. After that, the percentage increase is relatively low and continues to fall with each additional relic. It is therefore recommended to take another relic if it makes more sense.

For Duck Master the following would make sense:

> 50% dodge, the girl could move to the front to make room for another girl, e.g. an Damage over time (red).
> 70% dodge, only the girl could go to the front. Since most attacks are dodged here. Its recommend to have at least 1 to 2 Sexomancers with Fluffer/Healers here.
> 100% dodge, take only that girl in the Front and no more sexomancers is recommend. You can take with you one sexomancer if you want to be sure but not necessary. It's recommend  to have some Healer (white) / Shield (blue) and one or more Damage over time (red) and Acceleration to skill (green). Most of the damage you receive is now only via the "default" skill. If your top 7 girls don't have a GS5. See more under Squadbuilding.

If you have 72% Dodge and 20% Protective Bubble, you should be able to beat Boss 5 with a good team. See further below.

But if you have really bad relics, you can weaken the boss 5 fight by defeating 1~4 girls with other girls. If it is possible.

This is a general summary as the opposing girls will adapt to your top 7. See more under Labyrinth difficulty and Squadbuilding.

 

Q: What is an optimal team for a hard run?

A: If you're not sure about your team in general. Here is an example of how to find good girls for the labyrinth:

front.thumb.png.72f361f77f45eeb3e7b9543c52eca1d0.png

Middle.thumb.png.2353a43cf7007284881699f13d45928f.png

Back.thumb.png.72727057d2120043165039aaf8491d8c.png

 

And for a team, such a line-up has proven itself. But can change because of the girls you have:

Front:
- (Hardcore) Fluffer and Healer (white) / Damage over time (red)
- (Hardcore) Fluffer and Damage over time (red) / Healer (white) / Acceleration to skill (green)
Middle:
- Fluffer and Shield (blue) / Healer (white) / Damage over time (red)
- Fluffer and Shield (blue) / Healer (white) / Damage over time (red)
- Fluffer and Shield (blue) / Healer (white) / Damage over time (red)
Back:
- (Know-How) Sexomancer no GS5
- (Know-How) Sexomancer no GS5

Legendary girls should be favored over mystical girls, as they are less likely to end up in the top 7 with their GS5. There are also mystical Know-How sexomancers girls, but these are about 3% stronger than legendary girls. Which is equivalent to a common Element Powers relic. You should pay more attention to the color of the sexomancers girls and your team so that they are as similar as possible. So that Element Powers relic meets more girls.

 

Q: How can I keep my important girls with their GS5 / roles out of the Top7?

A: Girls you have in your active /fighting team should have at best LVL 650. Since they can have GS5 and they can have over 4500 Know-How for 20 Starting Mana. If your girl don't have 4501 Know-How with equipment, you can also lvl the girl further or a better option, if possible, lvl up the equipment. Note, however, that every lvl can contribute to the girl ending up in the top 7 with the right/wrong blessing.  See also Squadbuilding and Base data.

Fluffer is one of the most important roles. So that the important girls with this role do not load in the top 7. You just have to get the other girls with the role you won't be using in your Labyrinth team to Lvl 750 so that they have more power than the important girls.

 

Q: Are there any known errors in the labyrinth?

A: Yes, there are errors, this list does not have to be up to date. If errors are missing, please post them in the appropriate topic. It could also be that some points have already been fixed.

 

  •  Display error from opposing girls ego. When Eccentric (red) girls use their skill or Sexomancer raises a girl's ego above 0. It is possible that an incorrect ego value is displayed. If these girls are then attacked, the display will be updated. However, if the girl can no longer be attacked and attack, the display error remains until the end of the battle.
  • 03.thumb.png.6658456fb1e1982f3fef7e2b8106063f.png

    (Explanation to the picture: No. 1 had attacked and gets more damage from the red skill than she has ego. Therefore her ego fall below zero, but is still shown as a positive number. This is the bug. No. 2 and No. 3 have already had the bug. Therefore No. 4 attacks next. Although No. 2 and No. 3 still show a positive ego.)

 

  • The selection of girls does not show whether the girl has GS5. But if the girl is in your team, you can see if she has a GS5. This has been changed by an update, not sure if it is wanted.

00.thumb.png.0f70b6a21c1e7482a0b0a2d913a7d419.png

 

  • In addition to your opponent's team which is a copy of your Top7. The opponent's team can get one or more GS5 "phantom" girl. Here you can find out how this "phantom" girl gets into the opposing team. 
    First of all, this bug only occurs if you have at least one dominator in your active team. Due to the role of the dominator, each dominator girl in the active team has 5% more attack, which is calculated directly to the total power, but is not displayed.
    Therefore, there are two ways to remove this “phantom” girl from the opposing team:1. Remove all dominators from your active/battling team. This will prevent any "phantom" girls from being on the opposing team from the next battle.
    2.  If you want to use dominators in your team. Then you have to calculate their correct total power and change the equipment accordingly. The formula for the general total Power is:  ceil(Ego + 7.5 * (Attack + Defence) + 0.625 * Speed). With an dominator in your active team, the Attack is: ceil(Attack*1.05). Here is an example: 
  • 04.png.ecaa91cec8b24a94797c86c9ffded1f2.png

    Some additional information about the bug. If you don't want to calculate anything, there are a few things that influence the bug. After collecting coins or healing(angel wings), this "phantom" girl does not appear for a fight. The GS5 number of your dominator girls is be mirrored to the "phantom" girl. It doesn't matter where the dominator is in your active team, the "phantom" girl is still there if you have met the requirements.

 

  • If you use HH++, your opponents may get a GS5 "phantom" girl.  Even you keeping the Top7 GS5 free and you know how the "phantom" girl is created. This can maybe currently be fixed, or make it clear where the problem is (take a look at the bug earlier. ), by deactivating this option:

00.png.ec83bddcf9d9de861817494453fd1781.png

 

 

  • Currently, after getting the current Labyrinth Girl in the Labyrinth Shop, you can get the last Labyrinth Girls. However, this should not be the case. Therefore, some consider this a bug. However, there are no official statements on this yet.

 

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