Miscrits Choosing Relics Guide
Miscrits Choosing Relics Guide by Mikey Yalung
A Guide to Making the Best Out of Your Platinum.
(Disclaimer: Please note that most, if not all of these strategies are only applicable for level 30 Miscrits.)
- Part 1
- Introduction to the Guide.
- Stat Types: Their Strengths and Effects to Your Playing Styles.
- Choosing the Correct Relics: The Simple Method.
- Part 2
- Common Relic Setups You’ll Encounter in the Game.
- The Relic Equation
- Part 3
- Archetypal Method to Choosing Relics: The Advanced Method
With the advent of Volcano Island came many new features in the game that requires a lot of thinking. One of which is the new Relics system, a system akin to that of an RPG’s “equipment” system where you get to equip your Miscrits with Relics that give them added stat bonuses. But we all know hard it is to get Relics, simply because Platinum is pretty much hard to come by. That is why there are a few rules we should follow before buying and equipping Relics to your chosen Miscrits in order for us to make the most out of our Platinum, and the following conditions are as follows…
Conditions Before Equipping Relics:
- The Miscrit should be level 30.
- You must know the Stats, Strengths, Weaknesses, or Archetype of your Miscrit.
- Make sure it’s a Miscrit you plan on using for a long time.
Why must the Miscrit be level 30?
– A level 30 Miscrit has finalized solid stats. Meaning to say that its strengths, weaknesses, and purposes won’t be undergoing any changes. Some Miscrits, most specially those with Random stats typically need to be level 30 before you get to plan on its Relic setup. But there are also some Miscrits whose Relic setups mainly rely on their specialty in skills. We’ll be going in depth with that later on in the guide. Why must we know the strengths, weaknesses, and purposes of our Miscrits?
– Relics have the power to give our Miscrits incredible capabilities in terms of stats, so it’s only natural that we need to boost either the things that it’s strong at, or is weak against. We need to set up our Miscrits in a way that would benefit it the most. For instance, a Preliator would much rather have a single EA Relic that would boost its max EA beyond its usual capabilities, than give it 3 PA Relics just to turn its weak Physical Attack into a Max stat. That’s using too much space for Relics, not to mention there are other high level Relics that would give it better amounts of stats of different types. Why must it be a Miscrit that we plan to use for a long time?
– This one should be fairly obvious. We’re trying to make the best out of our Platinum since it’s one of the scarcest resources in the game. We can only receive them through a limited amount of means. That being said we can’t afford to waste Relics on Miscrits we know we won’t be using for a long time. Relics are expensive things and we’re aiming to become the number one cheapskates in the game! Once you determine if you clear all 3 of those, we move on to the next step. Which is determining the effects and advantages of each stat types.
We currently have 6 different stats in the game, with 6 very different uses. Namely…
- Hit Points or HP: Increase the amount of turns staying in battles.
- Speed or SP: Dictate the order of turns when fighting in battles.
- Elemental Attack or EA: Increases the amount of elemental/critical damage your elemental moves does.
- Physical Attack or PA: Increases the amount of physical damage your physical moves does.
- Elemental Defense or ED: Mitigates the amount of damage you take from elemental attacks.
- Physical Defense or PD: Mitigates the amount of damage you take from physical attacks.
These stats govern the entire battle system of the game, as well as the strategies and techniques that come with it. All our main strategies are usually reliant of Miscrit stats and that is the main reason why we need to make wise choices when choosing Relics. You can either make your Miscrit better with Relics, or destroy its overall purpose when equipped with the right Relics. That’s right! Even though all Relics add points to your total stats, some of those additional points may be more of a disadvantage than an advantage.
We can group the six stats into 3 groups.
- The Special Stats: HP and SP
- The Offensive Stats: EA and PA
- The Defensive Stats: ED and PD
The Special Stats
- HP – This stat is generally a very important stat for all Miscrits. HP Relics can be used by any Miscrit properly because it allows them to stay in the field for a longer amount of time. More often than not HP Relics show valuable results when they are equipped to any Miscrit. Some Miscrits, most specially tanks, have higher capabilities to make use of the extra HP they get from Relics. HP is also best added to tanks to give them added survivability.
- SP – This stat is important for getting the first turn, and getting free hits/double hits from your opponents. Other than that, they have no other direct use. The only Miscrits who should equip SP Relics are Miscrits with Moderate to Max SP. If your Miscrit has Weak SP, don’t bother using SP Relics. They’re better off staying as weak. SP also acts as a secondary wall of defense. When your opponent’s Miscrit switches to another Miscrit in your opponent’s party, as long as you’re faster, you won’t be able to get hit by free hits. SP Relics are best placed on snipers. The added SP gives them the ability to snipe even other snipers.
The Offensive Stats
- EA – Elemental Attack dictates how much damage your offensive elemental skills do. It’s an important stat for Miscrits that aim to exploit elemental weaknesses. You’d usually want more of this stat on a Miscrit with high SP, and high initial EA. This way they’d get to exploit the opponent’s weaknesses even more. For SK, fire Miscrits are abundant as well as Mun Kees. That is why it’s imperative for Snorkels and Beelzebugs to have more of this stat in order to snipe them better. For VI, however, it’s a free for all. There are a lot of OP crits out there. VI snipers will simply be dictated based on your priorities and your team.
- PA – PA is an important stat for Miiscrits with 25 AP PA moves and strong to max PA. Only these Miscrits will be able to use this stat properly. PA dishes out damage that is neutral, irregardless of the opponent’s element. That is why it’s highly valued for physical hitters to have an element negating move with them to aim to completely remove elemental disadvantage in their matches. Physical hitters are important for any team because of their neutrality in terms of elements.
The Defensive Stats
- PD – PD is the only stat that is able to mitigate the neutral damage PA attacks dishes out. It’s usually important for any Miscrit to have a balanced amount of PD, particularly because most (if not all) Miscrits have good PA attacks (aside from Slithero) in their skill sets. Even the best of nukes need to rely on PA attacks at times, that is why it’s imperative to have a balanced amount of PD, not lower that 60 or 70. But Miscrits with good SP usually won’t need much PD because they can always switch out of harm’s way to another Miscrit with better defensive stats.
- ED – ED, in my opinion, is a much more important defensive stat than PD. ED decreases the amount of elemental damage you take. And that includes critical hits that results from element exploitation. In terms of trends, most people prefer nukes over hitters because of their ability to dish out critical damage. Any, if not all Miscrits, are able to benefit from extra ED. It helps them defend against nukes sniping them, giving them more time on the field to pull out their skill combos.
There are multitudes of logical methods to choosing the Relics you will be buying for your Miscrits. However, we can narrow the two best methods to…
- Strengthening your Miscrit’s Weakness: The Balanced Method.
- Improving your Miscrit’s Strengths: The Buff-Up Method.
These two methods are some of the most common things you’ll be doing in the game. Some Miscrits benefit more from buffing up stats, some Miscrits will benefit more from balancing their weaknesses. How you prioritize it will all boil down to your choices. Below are the explanations regarding the two most common methods in choosing Relics.
Strengthening your Weakness: Balancing Stats.
So how exactly do we strengthen our weaknesses? The simple method is determining the Miscrit’s stats. Find any “weak” or “moderate” stats, and simply purchase the appropriate Relics that will help add points to the said stats. This will be easily applicable to some Miscrits that has only very few “weak” and “moderate” stats. If your Derelicro is lacking a bit of EA and Garbage Heap isn’t working as fine as it should, purchasing a powerful Relic that adds points to EA will be a beneficial and wise choice for your Derelicro. Remember that we have a maximum of 3 slots for Relics, so after we increase one stat we can always move on to the next weak or moderate stat and address it properly. This choice is often the most logical one for it leaves very little room for weaknesses your opponents can exploit. Improving your Strengths: Buffing Up.
Next up is strengthening your own strengths, which is fairly simple to do. Most Miscrits have only 1 or 2 stats that it’s strong at. Let’s say for instance that your Dark Afterburn is already sporting a Max PA of 85, and you want to make that go up even higher to give even the buffest of Violimps a good shock. You can purchase a good PA-boosting Relic in order to make your PA buff up even higher. This way, if you meet the same Violimp with say, 80 PD, it will still be able to punch in an extra 15 damage to your usual 25 to 30 average damage that you dish out. This method simply chooses the strongest stat of the Miscrit and boosts it even further. It’s probably one of the most obvious choices in the game, which is buffing up your Miscrit’s attack to points that spell catastrophe for your opponents. But doing so will leave your defenses very open so strategies like these would usually have a very serious downside to it. Same thing if you buff your Orcatide’s already maxed out HP and defenses. Even though you would get a monstrous defensive Orcatide it won’t be doing anything much against a Mumbah that can keep healing the very low damage you dish out. However, some Miscrits may be able to benefit more with this choice. We’ll be going in-depth with that later on.
Once you explore the ins and outs of Relic and Stat Setups, you’ll soon notice that there are some Relic Setups that you’ll encounter much more than usual. These setups are usually connected to a Miscrit’s inherent archetype.
Full Defense Setup
– 1 HP, 1 PD, 1 ED Relics.
This setup allows Miscrits to become even sturdier and flexible with added HP and defenses. Overall Tanks are most usually the ones who benefit the most from this setup, since tanks were designed to absorb damage and set up attacks for your faster Miscrits. But other Miscrits, specially the ones which only have moderate defenses, will be able to benefit from this setup as well. Think of Dark Kiloray with added defenses. Just deadly, right? Offensive Sniper Setup
– 2 EA/PA, 1 SP Relics.
This setup is most usually used by snipers, allowing them to outrun most, if not all, other types of Miscrits and exploit their elemental/archetypal weaknesses. The added EA/PA gives their attacks a bit more sting, and the SP gives them a boost in speed which allows them to catch even the fastest of all Beelzebugs. Balanced Defense Setup
– 2 ED/PD, 1 HP.
This setup is most usually used by tanks with moderate in one defense, and strong/max in the other. This balances out their defenses, turning them into overall tanks with a more flexible nature. A good example for this is a Shroomer. It has weak PD, and strong ED. by adding 2 PD Relics on it, it becomes a more flexible tank, thus allowing it to use its poison move more efficiently. To be edited.
This is a fairly simple equation I devised in order to try and provide a more numeric and objective visualization of Relics. First, let’s try to list down the stat-types and their corresponding numeric representation. For future references, we’ll also be providing the (fictional) stat Beyond Weak in order to represent the stats that are incredibly weaker than usual. It usually ranges around 30 – 39.
- Beyond Weak = 0
- HP: Any number below 70.
- Other Stats: Any number below 40.
- Weak = 1
- HP: 70 – 79
- Other Stats: 40 – 49
- Moderate = 2
- HP: 80 – 89
- Other Stats: 50 – 59
- Strong = 3
- HP: 90 – 99
- Other Stats: 60 – 69
- Max = 4
- HP: 100 and above.
- Other Stats: 70 and above
After which we shall represent the Relics and its boosts with corresponding numeric values. This will be a fairly simple process. First we take the number of the boost that the Relic gives, and multiply it by 0.1. This will give us the corresponding numeric representation of the Relic and its usefulness.
The equation will then be…
Very simple. But before we move on to the application we’ll have to lay down the current boosts and numeric representations of each Relic boosts.
Boosts Below and Equal to 1
0.2 = +2 x 0.1
- Collector’s Gem (Level 10, +2 ED)
- Wishing Well Coin (Level 10, + PD)
- Fenholm River Rock (Level 10, +2 EA)
- Woodsman’s Axe Head (Level 10, +2 PA)
0.4 = +4 x 0.1
- Magicite Ring (Level 15, +4 EA)
0.5 = +5 x 0.1
- Spinerette Silk (Level 10, +5 SP)
- Lake Azore Pearl (Level 10, +5 HP)
- Bottlefog (Level 15, +5 PD)
- Elefauna Flower (Level 15, +5 ED)
- Volcanic Reef (Level 15, +5 PA)
0.6 = +6 x 0.1
- Growliath Mace (Level 20, +6 PA)
- Magicite Robe (Level 20, +6 EA)
1.0 = +10 x 0.1
- Azore Cattail Root (Level 15, +10 SP)
- Prapple (Level 15, +10 HP)
- Azteko Skin (Level 20, +10 PD)
- Elder Tree Bark (Level 20, +10 ED)
- Eternal Ice (Level 25, +10 PA)
- Magicite Amulet (Level 25, +10 EA)
Boosts Above 1
1.5 = +15 x 0.1
- Magic Flower Seed (Level 20, +15 HP)
- Silver Ruin Shard (Level 20, +15 SP)
- CoM Treasure (Level 25, +15 PD)
- Skyline Peak Gem (Level 25, +15 ED)
- Apollo Nox Parchment (Level 30, +15 EA)
2.0 = +20 x 0.1
- Eternal Falls Mushroom (Level 25, +20 HP)
- POL Fragment (Level 25, +20 SP)
2.2 = +22 x 0.1
- Dragon Shackle (Level 30, +22 PD)
And that’s basically all the numeric representations of all the Relics so far. So how do we use it? Let’s create an example. One good example is Wiquill, the 4th evo of Sparkupine, particularly because it has all types of stats present in its stat build, from weak to max.
Wiquill’s stats are…
- HP = Moderate
- EA = Moderate
- ED = Moderate
- PA = Strong
- PD = Max
- SP = Weak
We can do a lot of things with such a Miscrit. Now that we’ve laid down its stats, we then proceed to use numeric representations for each of its stats.
- HP = Moderate = 2
- EA = Moderate = 2
- ED = Moderate = 2
- PA = Strong = 3
- PD = Max = 4
- SP = Weak = 1
Now of course we want to make it stronger. So we’re giving it Relics. Let’s try giving it a “Balanced” Relic build that leans on defense and boost its ED and HP. We’ll be giving it the best available Relics for each stat at level 30, namely Eternal Falls Mushroom (+20 HP) and Skyline Peak Gem (+15 ED). We then convert them to their respective numeric representations using the formula for Relic Boosts. We’ll get 1.5 and 2.0.
After which we just add it up to their respective stats…
Wiquill + Relics
- HP = Moderate = 2 + 2.0 = 4.0 or Max
- EA = Moderate = 2
- ED = Moderate = 2 + 1.5 = 3.5 or Strong
- PA = Strong = 3
- PD = Max = 4
- SP = Weak = 1
Hence, the resulting stats for Wiquill would look like…
Wiquill’s Resulting Stats with Relics and Love.
- HP = Max
- EA = Moderate
- ED = Strong
- PA = Strong
- PD = Max
- SP = Weak
Wow! Would you look at that! HP became Max, and ED became hella Strong! My golly gee! So yeah… you might be thinking, but how correct is this equation? Well for one I wouldn’t say it’s not foolproof but it’s close enough to being applicable for wide use. So let’s try out its reliability.
The standard I provided for Moderate HP ranges from 80 – 89. Meaning to say that if you add that +20 from the Mushroom, you would get stats that would range above 100, which is the cut off for Max stats. It sounds pretty okay don’t you think?
And that’s about it for Relics Equation. Feel free to ask any questions if you have any and I’ll do my best to address it.
Next section is a bonus! A list of Special Miscrits that would absolutely rock when equipped with certain Relics.
An Advanced Approach to Relics.
This part of the guide is a wee bit more advanced than the previous sections of the guide. It requires the basic knowledge of the Archetype Thread’s Basic and Special Archetypes. But after a few simple steps this may prove to be a lot more easier than the Simple Methods to choosing Relics.
Steps to Take Before Choosing Relics.
- Determine your Miscrit’s Archetype.
- Determine your Archetype Goal.
- Go on a Relic shopping bonanza.
- Chill on a yacht and admire your newly made work of art.
Alright! As you guys may have noticed, this part of the guide is pretty much similar to the Simple Method, with Archetypes as its only difference. So what’s so advanced about it if that’s the only thing different? Well, tons. For one, let’s take a Pseudo-Sweeper Rocklodon as an example. It has massive PA but it also has two 25 AP moves at level 30. Giving it Relics would allow its Archetype to branch out into a totally new Archetype. And when I say branch out, I mean there will be multitudes of new Archetypes for it which could affect the entirety of your Team Setup’s strategy. For one, it could take the path of a Hitter, and equip PA-boosting Relics to improve the damage of its Colossal Bite attack, or take the path of a pure Sweeper by equipping EA-Boosting Relics which will make its Mudslide much more effective. Those are only 2 of many of the branches or paths it could take. This is why it is imperative that we take the time to sit down and think before we make a choice we might regret. Don’t forget that the same principles from the Simple Method also applies in the Archetypal Method. Balancing and Buffing Up should still be kept in mind.
Determining a Miscrit’s Archetype
Read the Archetypes Thread. It’s pretty easy to spot.
Determining an Archetypal Goal
Here’s where it gets tricky. You also need to have a basic knowledge of Archetypal Team Setups as well as the Basic and Special Archetypes. What exactly is an Archetype Goal? First and foremost we have to address the fact that most archetypes have weaknesses. Such as PD Tanks, and their vulnerability to EA attacks. Another is the inability of Pseudo-Sweepers to fully pierce the defenses of tanks, despite having access to two 25 AP attacks.
In order to make the story short I’ll just list down some of the most probable paths for each Archetype to take, and which Relics they can equip to take that path. These paths will either improve their current Archetypes or allow them to branch out to other Archetypes. I’ll also be indicating if the given path will be a Buff Up or a Balance type of approach.
- PD Tank + ED Relics = Overall Tank. (Balance)
- PD Tank + PD Relics = Improved PD Tank. (Buff Up)
- ED Tank + PD Relics = Overall Tank. (Balance)
- ED Tank + ED Relics = Improved EA Tank. (Buff Up)
- Overall Tank + ED and PD Relics = Improved Overall Tank. (Balance & Buff Up)
- Overall Tank + ED Relics = Improved ED Tank. (Buff Up)
- Overall Tank + PD Relics = Improved PD Tank. (Buff Up)
- Hitters + PA Relics = Improved Hitters. (Buff Up)
- Hitters + SP Relics = PA Snipers. (Buff Up)
- Nukes + EA Relics = Improved Nukes. (Buff Up)
- Nukes + SP Relics = EA Snipers. (Buff Up)
- Sweepers + EA and PA Relics = Improved Sweepers. (Balance & Buff Up)
- Sweepers + EA Relics = EA Sweeper. (Buff Up)
- Sweepers + PA Relics = PA Sweeper. (Buff Up)
- PA Pseudo-Sweepers + EA Relics = Sweeper. (Balance & Buff Up)
- EA Pseudo-Sweepers + PA Relics = Sweeper. (Balance & Buff Up)
- SP Scouts + SP Relics = Improved SP Scouts. (Buff Up)
- Switch Scouts + ED and PD Relics = Improved Switch Scouts. (Buff Up)
- SP Scouts + EA Relics = EA Snipers (Buff Up)
- SP Scouts + PA Relics = PA Snipers (Buff Up)
- Blockers + ED,PD and/or HP Relics = Improved Blockers. (Balance & Buff Up)
- Snipers + EA and SP Relics = Improved EA Snipers. (Buff Up)
- Snipers + PA and SP Relics = Improved PA Snipers. (Buff Up)
- Anti-Hitter + PD and EA Relics = Improved Anti-Hitter. (Buff Up)
- Anti-Hitter + ED Relics = Overall Tank + Nuke. (Balance)
- Anti-Hitter + PD Relics = Improved PD Tank. (Buff Up)
- Anti-Hitter + EA Relics = Improved Nuke. (Buff Up)
- Anti-Nuke + ED and PA Relics = Improved Anti-Nuke. (Buff Up)
- Anti-Nuke + PD Relics = Overall Tank + Hitter. (Balance)
- Anti-Nuke + ED Relics = Improved ED Tank. (Buff Up)
- Anti-Nuke + PA Relics = Improved Hitter. (Buff Up)
- Anti-Tank + PD and ED Relics = Improved Anti-Tank. (Buff Up & Balance)
- Anti-Tank + PA Relics = PA Anti-Tank. (Buff Up)
- Anti-Tank + EA Relics = EA Anti-Tank. (Buff Up)