Moderator bolitho76 Posted December 10, 2024 Moderator Share Posted December 10, 2024 This is the compiled knowledge of the Forum to the Labyrinth and his secrets. Table of Contents: a) A summary as introduction b) The way into the Labyrinth c) The Labyrinth by itself d) The basics for battles e) After a battle f) Skills in the Labyrinth g) Roles of the Girls h) The Relics i) The shop of the Labyrinth j) The 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. 2 6 Link to comment Share on other sites More sharing options...
Moderator bolitho76 Posted December 10, 2024 Author Moderator Share Posted December 10, 2024 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. The girls on your team are boosted by your prestige level, also 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. Fourthly if you complete a floor (floors 1 to 3) with at least 95% ego points among the girls, you can save the finish Floor 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. Something like: Everything in one picture: 2 Link to comment Share on other sites More sharing options...
Moderator bolitho76 Posted December 10, 2024 Author Moderator Share Posted December 10, 2024 b) The way into The Labyrinth 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. 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 Defence. Starting 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. The speed has its own scheme and is not influenced by the labyrinth difficulty, but by the difficulty of the individual fight. 2 Link to comment Share on other sites More sharing options...
Moderator bolitho76 Posted December 10, 2024 Author Moderator Share Posted December 10, 2024 c) The Labyrinth by itself 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. 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. Fields: Not every field is available on every floor. Depending on the labyrinth difficulty and floor, the battles are of varying difficulty. The different fields also have different reward, but there is always money and XPs. The amount of Kisses and combativity you can gain in the rewards is related to your playerlevel: 1 combativity/kiss below lvl250, from lvl250 to lvl499 you'll gain 2 combativity/kisses, from lvl500 to lvl749 you'll gain 3 combativity/kisses and from lvl750 on you'll gain 4 combativity/kisses. Until now no one had reached lvl1000 so it's unknown if you can gain 5 combativity/kisses at this lvl. The following fields are available in the labyrinth: [Start] Only on Floor 1 to start the Labyrinth, very easy. [Easy] Only available on Floor 1 and 2. [Medium] Here you will find [Hard] Here you will find [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. [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. [Angel Wings] Recovering or healing an injured girl. After you finished all floors of your Labyrinth run: 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. While in the Labyrinth: 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. 2 Link to comment Share on other sites More sharing options...
Moderator bolitho76 Posted December 10, 2024 Author Moderator Share Posted December 10, 2024 d) The basics for battles Squadbuilding: The first/strongest 7 girls when selecting the Squad after choosing a Labyrinth difficulty decisive whether your opposing team has GS5 or not. Every GS5 in the opposing team makes the run harder, as the opposing team gets GS5/skill(s). 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*, unfortunately, you'll have to do the math to see if the girls on your team will make it into the top 7 based on your prestige level. The prestige level can icrease your ego, attack and defense stats, depending on your current level. At Prestige Level 10, which provides a 2.5% boost to Ego and Attack, the girls in your Team have ~20K more points. Or keep the girls in your Love Labyrinth team far from the top 7, so that even with the boost, they won't make it into the top 7. (*, for "phantom" girl bug. More in the bug list) 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 2 and 5, then the opposing girls in positions 2 and 5 have a GS5 equal to your GS5 in the positions. Positions 3 & 4 are attacked first. If you have GS5 girls try to put them in position 3 or 4, so that the opponent's GS5 girls will be attacked first. 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. Auto-Fill: With an update, you can now set a team as your default team. This means you don't have to search for the team you've prepared for Love Labyrinth in every run, as it's already selected. The only problem is that you can't enter names, but have to limit each girl based on her characteristics. So it can be a bit tricky, but with a little trial and error, you should always be able to manage it. If necessary, you may have to check once during the blessing change to see if everything still fits. But otherwise, you no longer have to touch your team at the start of each run. Teambuilding: Beforehand, anyone who understands the principles of the combat system and team building in Love Labyrinth can also build their teams in Penta Drill and WBT/WBC according to these principles, as the same principles are used there. For your run in the labyrinth you need a good team to get as far as possible without relying on relics. Here are some suggestions that are very successful: The front girls should be tanks (hardcore) and the back girls should be damage dealers (Know-How). Instead of tanks (hardcore) you could also take mage (charm), BUT mathematically more ego has a higher chance of surviving than more defense. EVEN if more defense can make sense by healing from the other girls, it is useless if the girl is tired. You should also have 1 to 2 (rather 2) sexomancer in the back girls, since this is the last to be attacked. The sexomancer girls do not need GS5, as their role overwrites the GS5/skill and should be at max LVL. Since sexmancer don't need GS5 and damage dealers (know-how) should have a high lvl if possible, it makes sense to have sexmancer as damage dealers (know-how). You could also take tanks (hardcore) as sexomancers to revive a girl with more ego. BUT there's a chance that tanks (hardcore) won't always do damage. Which wouldn't be good in a hard fight and against fluffers. It is recommended that all non-sexomancer girls should have the role of fluffer (or Spermcaster). Because this role (fluffer) heals the other girls and only attacks when they are all healed. The healing of fluffers works similarly to attacking enemies, except that a fluffer attacks one of its own girls, which is then healed from the difference between attacking and defending. Shields are ingonated when healing and it is possible to heal critically. This helps your team last longer which helps you to survive the fight until the skill start to show their effect or to have as much ego as possible in case of a draw. Spermcaster cast their skill earlier by generate more mana. When building your team with Spermcaster or replacing fluffers, you should make sure you have a good combination of healing (white), shield (blue), and attack (red). In hard fights, most of the damage is probably done by 🔴 Eccentric (red). And you have the sexomancers, which generate (mostly) damage so that the opposing fluffers don't attack after a turn. 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. Because they can make the difference between winning and losing. There should be at least one 🔴 Eccentric (red) in your active team as this causes % damage to the opponent. Even if your team is busy healing themselves. Fluffer and 🔵 sensual (blue) complement each other well and many have some of them in their active team. 🔵 Sensual (blue) take longer to show their true strength, but over a very long battle your girls get a shield that matches their ego. The fluffers don't attack at the beginning because they are busy with the heals. Only when the shields protect all girls do the fluffers attack. You can therefore also use tanks (hardcore) and mage (charm) for 🔵 sensual (blue). However, it be recommended to use damage dealers (know-how), as they heal more and cause more damage. ⚪ Submissive (white) heal your whole team within a certain percentage to 100% and should heal on different turns if possible. This is possible via the Starting mana. ⚪ Submissive (white) usually (not always) heals the entire team completely. ⚪ Submissive (white) and 🔵 sensual (blue) have similar effects in principle, both are very successful and can also be combined. 🟢 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 top 7. 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 (2 of 3 blessings can be covered with it). 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. You can ask about this in the appropriate post and also post your idea for the team. After an update and new roles, it is recommended to have two Sexomancers and not to neglect healing (white or fluffer), otherwise you may lose girls or even your team despite high dodge probability. A picture with lots of information: Calculation of the values: The formulas of the girls' values were found at the beginning of the labyrinth. The first formulas are as follows: 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) The formula for calculating total power is: ceil(Ego + 7.5 * (Attack + Defence) + 0.625 * Speed) The formula for the boosted stats would therefore be: ceil((Ego + Prestige*%) + 7.5 * ((Attack + Prestige*% + 5% if Dominator*) + (Defence + Prestige*% + 10% if Masochist*)) + 0.625 * Speed) (*, for "phantom" girl bug. More in the bug list) 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. 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. 1 Link to comment Share on other sites More sharing options...
Moderator bolitho76 Posted December 10, 2024 Author Moderator Share Posted December 10, 2024 e) After a Battle 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: [Medium] [Hard] [Floor 1 Boss] [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: 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: Draw: After 100 rounds (with or without "Skip" and usually 1400 individual battles) when there is no winner. A draw is automatically displayed. The last state of the damage and disabled girl is taken for the next fight, with the starting mana. The opposing girls moving to new positions: If you have not defeated all opposing girls, the remaining girls are repositioned from position 1 to the number of girls left. The empty places which remain after a battle are filled with girls who have a higher numbered place. This means that the girls move up and the places at the back become empty. Here is an example. 1 Link to comment Share on other sites More sharing options...
Moderator bolitho76 Posted December 10, 2024 Author Moderator Share Posted December 10, 2024 f) 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. 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: 🔴 Eccentric (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.small changes 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 after the first 3 laps. But the damage is still calculated. And only becomes visible again when the girl is hit again. The whole thing is displayed with a round symbol with a flame in it at the top right to the girl's avatar: ⚪ 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: 🟢 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: ⚫ 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. 🟡 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. 1 Link to comment Share on other sites More sharing options...
Moderator bolitho76 Posted December 10, 2024 Author Moderator Share Posted December 10, 2024 g) 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! 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). 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. 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. 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. In November 2025 KK added new Roles to the game. After all Girls have Roles now, theese batch of Roles seems to be the last adition we will see. Masochist Masochist get 10% more defense, some tests have shown that it is actually 15%. This works the same way as "Defender of the Haremverse", but only for the girl, where the 10% is added at the begin, before all other damage sources have been calculated. Currently there is a bug with this role. Each Masochist girl in your active team increases their defense by 10% 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. Spermcaster Spermcaster might actually be strong. Gets +75% more starting Mana and generates 75% more Mana. Normally girlskills is cast at round 4, then each 5th round. Spermcaster 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. Corkscrewer Corkscrewer, Targets lowest ego girl ignores the shield when viewing it. Tested and confirmed, does not care about positioning. Will hit the lowest ego girl regardless of her position. Bugger Reduces normal damage by 20% but increases critical damage by 40%. Since you only deal a little damage yourself in the final boss fight, this role is not recommended. 1 Link to comment Share on other sites More sharing options...
Moderator bolitho76 Posted December 10, 2024 Author Moderator Share Posted December 10, 2024 h) 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: Duck Master Gives % chance to dodge oppononent normal attack. Will dodge all normal attacks if value exceeds 100% Stacks additively. Protective Bubble Reduces damage by %, each additional relic have reduced effective protection Stacks Consecutively, highest rarity first. 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 Will also trigger this relic with 0 damage if the ego falls below the limit due to a skill. 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) Egoist (all and target) Increases Ego by % Stacks additively Ego Rebound Recover % Ego based on attack damage Healing seems to be correct. 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 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. 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. 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. 1 Link to comment Share on other sites More sharing options...
Moderator bolitho76 Posted December 10, 2024 Author Moderator Share Posted December 10, 2024 i) 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. And here is a list of how the monthly cards affect the coins in Hard: The time displayed shows when the next run starts. The time when a new items appears is not displayed. Currently it is like this: the displayed assortment remains available for 12 hours and only when you look into the store again after the 12 hours, there is a new assortment and the 12 hours start again. Just like the SM event. The following table is available for the items displayed: 1 Link to comment Share on other sites More sharing options...
Moderator bolitho76 Posted December 10, 2024 Author Moderator Share Posted December 10, 2024 j) 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. With the wrong relics, 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. 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 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 2 Sexomancers with Fluffer/Healers here. > 90% 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) in your Team. See more under Squadbuilding. For the Protective Bubble, the more Protective Bubble you have, the less each additional one brings in total, here is an example: 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. If the other relics you have collected are not good, it can make sense to go up to ~100% Protective Bubble ~real 70% protection. So that you have a pretty safe victory in the Boss 5 fight. This is a general summary as the opposing girls will adapt to your top 7. See more under Labyrinth difficulty and Squadbuilding. Q: Are there any relic combinations that guarantee me a win in the hard run? A: Yes, there are combinations that probably make a win very likely. Nevertheless, a good team is recommended to increase the chances of winning. This means to have some Healer (white) / Shield (blue) as Fluffer in your Team. Here are some of the combinations, : Over 100% dodge for a girl. Only that girl should be in the Front and no more sexomancers are recommend. But you can take with you one sexomancer if you want to be sure but not necessary. 90% dodge for a girl. Only that girl should be in the Front and one sexomancers are recommend. Both front girls should have at least 72% dodge and two sexomancers are recommend. 72% dodge for a girl. Only that girl could be in the Front and two sexomancers are recommend with ~20% Protective Bubble. ~100% Protective Bubble which is real ~70% protection and two sexomancers are recommend. Q: What if I have not achieved the relic combinations as recommended? A: If you haven't achieved the recommended combinations, the relics should still be good. To finish the run and you are not sure if the main team will survive the boss 5 fight. You can use the other 273 girls to defeat 1 to 4 Boss 5 girls before the Main Team fight. With a very good team and not so good relics, at least 2 Boss 5 girls should be defeated. But it depends on the team and the collected relics. Since there are many possible combinations here, there is unfortunately no exact answer. An enemy Fluffer only deals damage in the first round, as it only heals after that. So you can do see enemy Fluffer as a girl who don't deals damage, except for her default skill. 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: And for a team, such a line-up has proven itself. But can change because of the girls you have: Front: - (Hardcore) Fluffer and Damage over time (red) / Healer (white) / Acceleration to skill (green) - (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 mythical girls, as they are less likely to end up in the top 7 with their GS5. It makes sense to have at least one eccentric (red) girl. As the skill does a lot of damage over a long period of time. 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. (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. In addition to your opponent's team which is a copy of your Top7 of all girls. 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. Basically, there are two bugs that do the same thing but have different causes. The first bug, we call it “Phantom Girl”. This bug only occurs if you have at least a dominator or Masochist in your active team. Due to the role of the dominator or Masochist, each dominator girl in the active team has 5% more attack, and each Masochist get 10% defence, 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 or Masochist 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 or Masochist 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) + 0.6 25 * Speed). With an dominator in your active team, the Attack is: ceil(Attack*1.05). Here is an example: Second bug, the girls in your Love Labyrinth team are boosted by the Prestige System. That's why we call it the "prestige girl" in reference to "phantom girl". With "prestige girl" and "phantom girl", the next enemy teams are selected based on the boosted girls and the rest of the squad. However, since the boosted stats of the girls are not displayed in the squad list, you have to calculate the stats manually and see where the girls will end up. Some additional information about the bugs. 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. Or keep the girls in your Love Labyrinth team far from the top 7, so that even with the boost, they won't make it into the top 7. At Prestige Level 10, which provides a 2.5% boost to Ego and Attack, the girls in your Team have ~20K more points. If you don't have Dominator in your active team but still have GS5 with your opponent. It could be that you didn't take all the girls with you when you selected your squad. The opposing team pays attention to the Top7 of all your girls you have and not just the ones you take to the labyrinth. 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: 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. 2 Link to comment Share on other sites More sharing options...
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