Starter: Essential Tips

Are you looking to get into your first Competitive Starter game? A seasoned Tactics PvP player looking for some tips for your next Starter matchup? This article gives some essential tips to help lead you to your upcoming victory in this fast-paced format.

💊 Buff-Up Early

With the Competitive Starter format being considered an endgame-based PvP mode with access to endgame gear, it is even more important to get your defenses and other beneficial effects early onto your team so they can perform and sustain damage as best as they can. Some of the best ways to go about this are to either:

● Use Iaido’s Kiyomori to provide Protect and Shell (33% damage mitigation from physical and magick attacks).
● Use Iaido’s Masamune to provide Haste and Regen (faster turns and passive healing over time).
● Equip gear that has Protect, Shell, or Haste innately, such as Lordly Robe or Brigand’s Glove.

Kiyomori’s Purifying Breeze applies Protect and Shell instantly in an area.

📑Team Composition and Adjusting to the Map

The overall goal of your 5-unit team and how they synergize is very important, but also don’t forget that the map plays a role in certain picks as well. Small maps, such as Lionel Castle Oratory, are very close-quartered and the opponent is usually in range to strike first turn if they plan to, so bringing slower characters or builds that require set-up time is not ideal. As a suggestion, usually have 1 or 2 extra units set up to swap in quickly into your team concept.

⚔️Know the Meta Abilities

In the current (and likely foreseeable future) metagame, there are 3 commonly used skillsets: Darkness, Iaido, and Throw. Each of these abilities can easily hit hard so knowing how to prepare against them is one part of the battle ahead and we will briefly go over each one and a few counters:

Darkness – Skillset is entirely physical damage so Protect or Defense Boost support ability are the best defensive options.
Iaido – This magick-based skillset’s damage can be mitigated using Shell or Arcane Defense support ability.
Throw – This physical damage ability scales up with the user’s Speed as well as the damage of the thrown weapon. Lowering the target’s Speed is one way such as Rend Speed, but damage can also can be mitigated through Protect, Defense Boost, and the summon Golem. Also to note that Throw is evadable whereas Darkness and Iaido are not, so Shirahadori reaction ability and good evasion stats play a role as well.

⚠️Glass-Cannon is Not Always Best

Sure, in Competitive Starter you can opt for your builds for full damage or stat-stacking well into 30+ Physical or Magick Attack to do some insane damage, but you run the risk of being frail and if your opponent is defensively built or can slow the pace of the game down through status effects, you may quickly become crippled in offensive power and lose your damage-specced units as a result. Here are some tips to consider:

● The map will play a role in how risky you can spec for a glass-cannon-like build.
● Outside of team-comp predictions, it is typically ideal to have at least 2 units be fairly bulky; meaning they have a marginally high amount of HP, elemental or status resistances, and passive recovery methods, such as Manafont + Mana Shield, Soulbind, or even Lifefont to keep them sustaining damage.
● If you are running full damage specs, consider using Ovelia for her Aegis (for reraise specifically), slotting Dragonheart reaction, or using White Magicks to apply Reraise instead.

Hopefully, these tips get you on the road to success in your next Starter match. If looking for more ways to get prepared for the format, also check out the Starter: Abilities for Any Team guide for additional resources.

Save Data v2.2.1 Update

Today, we released an update that fixes a few bugs and addressed inventory counts in the SLOT 4/Starter save file. Read the changelog below for more information.

To download official version 2.2.1 save data, go here:
https://mega.nz/file/h4dSFLbZ#LzMaLdoC2hMGc4K2HMY0LlkfF4QYEk3UbnC4wQGXElc

Ramza

  • Rollback his Chapter 2/3 sprite to Chapter 4 as it was disabling Shout and Ultima abilities when switching off his Squire job. The sprite is tied to his skillset so he needed to be swapped back in order to have access to his full abilities.

    Note: He will still use his Chapter 2/3 sprite in Generics and Uniques Premade since he is played as is without job switching.

Alicia (Female Generic)

  • Fixed a previous issue where she had higher Physical Attack than the rest of the generic roster in Starter. She is now no longer stronger than the rest.

Inventory

  • Reduced Materia Blade from 3 to 2 since Cloud had one slotted (originally making the inventory count a total of 4).

Starter: Abilities For Any Team

Looking at making your first Competitive Starter team? Already have one but looking for tips to improve it? This article covers the abilities that are battle-tested and should be considered when theory-crafting your next PvP squad. We will break each section by ability type and you can jump to each one using the table of contents below. Now, let’s get right to it.

YouTube video/audio version of this guide: https://youtu.be/l6QvfMG0KU4

Action Abilities

Iaido

Kiyomori – For Protect and Shell; 33% damage reduction from physical and magical attacks.
Masamune – For Regen and Haste; healing-over-time at the end of each of your turns and faster turns to act more frequently.
Chirijiraden – Strong melee area magic damage.
Kiku-ichimonji – Strong line-based magic damage up to 8 tiles away.

Darkness

Sanguine Sword – HP sustainability and damage while in melee range.
Unholy Sacrifice – Considered a “bomb,” deals a ton of damage in melee but the caster also takes a ton of damage in return; good against tight formations.

Summon

Golem – Covers all allies with a damage shield equal to the caster’s max HP that absorbs damage from basic attacks, Throw, Jump, and Aim.
Zodiark – Though it has a long cast time, it can be used as a “walking bomb” on an ally for later turns, dealing massive magic damage to all enemies in the area.

Martial Arts

Shockwave – Line-based earth physical damage up to 8 tiles away.
Aurablast – Ranged single-target physical damage.
Revive – Instant resurrection of a fallen ally. Both the caster and the target need to be on the same height.
Chakra – Instant area healing that also restores MP. Can also be used in conjunction with Mana Shield.

Throw

● Instant ranged damage that is based on the caster’s Speed and the Power of the weapon being thrown. Useful for high damage with tossing end-game weapons, like Chaos Blade or Excalibur.

Jump

● Deals delayed damage to a single target. Handy at pre-emptively avoiding incoming damage and effects since the character is “out of play.” Jump scales best when equipped with a polearm.

Reaction Abilities

Mana Shield (Time Mage) – Bravery% chance to absorb incoming damage to your MP instead of HP. Very good at sustaining hard-hitting moves as long as you have at least 1 MP left.

Shirahadori (Samurai) – Decreases the chance of being hit by incoming types of damage (like Throw, Jump, Attack, Guns, Bows) by reducing the hit rate of those types of attacks. Higher Bravery will further reduce the chance of being hit.

Reflexes (Ninja) – Doubles the character’s physical and magical evasion rates at all times. Works best in tandem with shields like Escutcheon “II” to evade the front and sides or when equipped with cloaks as they provide the best evasive coverage regardless of side.

Soulbind (Arithmetician) – Bravery% chance after taking HP damage to restore HP equal to half the damage taken and return that amount as damage to the attacking character. A good option for bulky and defensive characters and can be used to punish ranged abilities such as Kiku-ichimonji and Shockwave.

Dragonheart (Dragoon) – Though there are sources to get the reraise status (White Magicks or Ovelia’s Aegis), being able to have an option to get it from taking physical damage is also a boon especially when most damage you will see is likely to be physical-type. Being able to revive in the mid-to-late game can be crucial to making a comeback. This ability is also Bravery% chance.

Support Abilities

Arcane Defense/Defense Boost – Great magic or physical damage mitigation by 33% respectively that stacks with Protect and Shell. Also good options for when you predict your opponent is stacking heavy into things like Iaido (use Arcane Defense) or Darkness/Throw (use Defense Boost).

Arcane Strength/Attack Boost/Vehemence – Arcane Strength (for magic) and Attack Boost (for physical) are great options, especially when stacking damage potential. Vehemence is risky as it causes you to take 50% more damage, but it also increases your damage dealt by 50%, sacrificing sustain for power.

Dual Wield – Being able to have two one-handed weapons equipped for stat stacking or optimization can be pretty important when min-maxing builds. This is also a handy option with Arts of War since each ability has two chances to rent gear or reduce stats instead of one.

Swiftness – This ability is very important when focused on using magicks or Summon, as this reduces the Spell Speed of those abilities in half, rounded up. Since Starter is primarily about speedy plays and magicks are naturally slower, Swiftness is crucial for magicks to compete against instant cast abilities.

Movement Abilities

Manafont – Being able to restore MP from simply moving at least 1 tile can be potent when also combining this ability with Mana Shield.

Move +2/Jump +2 – Traversing the map quickly is king, so having more options is always a plus. Move +2 in most cases should always be your go-to for movement.

Teleport – A bit more of a niche ability, Teleport enables the unit to be able to traverse anywhere on the map, with the chance of it failing by 10% per tile past their normal Move stat. This can be handy in risky plays with things like Chirijiraden or Unholy Sacrifice or even immediately placing a Summon “bomb” into the enemy stack quickly before it goes off.

Starter 2.0 Update and Save Data v2.2

Today, we are launching an update to the official save data that brings a host of changes to generics premade, monsters premade, and competitive starter.

To download the version 2.2 save data go here: https://mega.nz/file/B9k1Vb5L#EM4HYhkgQrDlXoZhFhbaAZJK-CZC90l4EjOIkyPYpT4

Starter 2.0

[Characters]
  • Set each character’s Level and Exp to 99. Each generic character is treated as if they leveled from 1 to 99 as a Squire. Each unique is treated as their special job from Lv. 1 to 99. Please do not Level Down/Up the characters for integrity purposes.
  • All generic characters have their Bravery and Faith set to 60. Please do not modify these values.
  • All unique characters have their starting Bravery and Faith value. Please do not modify these values.
  • Removed all Arithmeticks action abilities from each character. You can still use Arithmetician’s passive abilities and can still use the Arithmetician job but they will not have usable action abilities.
  • Removed Move/Jump +3 from all characters due to map changes.
[Ovelia]
  • Added Ovelia to replace Orlandeau. She has innate Arcane Defense, Defense Boost, and stone immunity.
[Equipment]
  • Removed permanent re-raise gear: Onion Armor, Grand Armor, Brave Suit, Chantage, and Angel Ring.
  • All equipment (weapons, armor, and accessories) have had a global reduction to a maximum of 3.
  • All end-game and specific gear have been either limited to 1, or semi-limited to 2.
[Consumables]
  • All consumables have had a global reduction to a maximum of 10.
  • Elixir has been set to a maximum of 1.
  • Phoenix Down has been set to a maximum of 5.

For integrity purposes, there is a Trello board link with a list of all the “naked” stats of each character in the roster as well as the limited, semi-limited, and consumable and gear limits found here: https://trello.com/b/AB4q4R3R/tactics-league-competitive-starter-20-templates

Monsters Premade 1.1

[Kaiser/Cockatrice]
  • Increased MA from 19 to 24.
  • Comment: This increase was to buff the damage on Featherbomb, which was lacking compared to other ranged abilities but is still less than others to reinforce its melee usage. It will now deal 48 damage un-mitigated.
[Hardthorn/Elder Treant]
  • Increased MA from 15 to 24.
  • Comment: This increase was to buff the damage on Leaf Rain. Hardthorn is a [tank] and its damage is AoE, but it is also underperforming especially when coupled with Leaf Rain having 0 vert. It will now deal 72 damage un-mitigated.
[Rancor/Sehkret]
  • Increased MA from 14 to 24.
  • Comment: This increase was to buff the damage from its Beastmaster ability, Breathe Fire. This ability was underperforming and there was not much reason to try to unlock to use in the first place, even against a fire-weak monster. It will now deal 96 damage un-mitigated.
[Blaze/Grenade]
  • Increased MA from 19 to 24.
  • Comment: This increase was to buff the damage on Flame Attack. It will now deal 72 damage un-mitigated.
[Soulcage/Skeletal Fiend]
  • Increased MA from 21 to 25.
  • Comment: This increase was to buff the damage of its Anima abilities as they were underperforming compared to other ranged attacks. It will now deal 50 damage un-mitigated.

Generics Premade 2.0

[Beowulf]
  • Reduced his maximum MP from 264 to 154 .
  • Comment: This change was to reduce his ability to constantly cast Spellblade abilities; this should give more thoughtful play in using his kit and more counters to him by using abilities that drain MP.

Official Game Settings Update

The Tactics League official game settings and map pool is getting some changes today that we are going to go over. As a reminder, these settings are for use with our official save data it isn’t necessary when playing a few casual games with a friend.

Game Settings Changes

We have added a 40 Action Limit to all premade and starter formats. This was done in preparation for future tournaments; to reduce stalling and make each turn more impactful in the course of the game. The new game settings are as followed:

Map Selection – Manual

Time Limit – 15 minutes

Action Limit – 40

Special Controls – Off

Trap Placement – None

Arithmeticks – Allow (this setting needs to be allowed for premades that use it)

Map Pool Changes

We have also changed our map pool selection. We have removed maps classified as large-size as they tend to cause games to take much longer and can also be used to promote stalling. We have also added 2 new maps and re-classified Gariland as a medium-sized map, making its return instead of being removed. Here are the changes:

Removed large maps:
Araguay Woods, Balias Swale, Monastery Vaults – Level 3, Zeklaus Desert

Added maps:
Mandalia Plain (small), Dorvauldar Marsh (med), Gariland (med)

We hope that these changes provide positive changes to PvP Tactics. We are always looking at feedback, so make sure to post in our Discord if you have any.

For the new map pool and game settings, visit game settings.

Tactics League Formats

Tactics League has 2 main official formats: premade and starter. The premade formats are split into 3 different types:

Premades:
These various formats are designed builds catered to three different roles: damage, tank, and support.

● Generic – A roster that consists mostly of generic units with the choice to select 1 unique unit for your party.
To view the roster: generics premade

● Uniques – A roster that consists only of unique units that composes your party of five.
To view the roster: uniques premade

● Monsters – A roster that consists only of monsters and 4 “unique” Tamer units to unlock their hidden monster abilities.
To view the roster: monsters premade

Starter:
The second format type is the starter format. The starter format allows for theory-crafting and team-crafting freedom which is what Tactics is designed for while having some limitations to create some balance for the sake of Player vs. Player.

If interested in downloading the official save data that host these formats, go here: Download