Difference between revisions of "Shiserval Dojo"
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* {{AttackUpSkill|30px}} '''Attack Up''' gives a sizable damage buff (50-60%) to all Friends. | * {{AttackUpSkill|30px}} '''Attack Up''' gives a sizable damage buff (50-60%) to all Friends. | ||
Use of Standby Skills can also make a significant impact on score. Making use of the ability to turn off Standbys so they are not wasted early in the Dojo is important to maximize their effectiveness, such as using a Standby that gives a damage buff the turn before doing a Miracle, using a Standby that removes a status from the Boss like {{KF3 Joy|25px}} Joy after the boss gains it, or using a Standby that removes debuffs and status effects from allies after they're inflicted.<br> | Use of Standby Skills can also make a significant impact on score. Making use of the ability to turn off Standbys so they are not wasted early in the Dojo is important to maximize their effectiveness, such as using a Standby that gives a damage buff the turn before doing a Miracle, using a Standby that removes a status from the Boss like {{KF3 Joy|25px}} Joy after the boss gains it, or using a Standby that removes debuffs and status effects from allies after they're inflicted.<br> | ||
− | In some Dojo seasons, Minions will cause the boss to take additional damage when defeated. Furthermore, some players may opt to attack minions entirely over the boss to avoid scaling the Boss's damage (foregoing the +10 MP and Ricebowl Charge bonus from 6th defeat) if their Friends are weaker so that they can take advantage of the full 10 turns of the Dojo without worrying about their Friends being KO'd early. | + | In some Dojo seasons, Minions will cause the boss to take additional damage when defeated. Furthermore, some players may opt to attack minions entirely over the boss to avoid scaling the Boss's damage (foregoing the +10 MP and Ricebowl Charge bonus from 6th defeat) if their Friends are weaker so that they can take advantage of the full 10 turns of the Dojo without worrying about their Friends being KO'd early.<br> |
+ | Although not all players may feel this is fair, some may choose to use the game's disconnect forgiveness system to alter RNG. In any given battle in KF3, a player may close the game three times and resume it upon relaunching the game, after which point closing the game will forfeit the battle. Using this, a player may close the game before the end of a Dojo turn and start of the next to make the boss do its attacks again. This could circumvent the application of chance-based status effects or change which Friend the boss targets. It can also be used to try and force a Friend to attack even if they are {{KF3 Paralysis|25px}} Paralyzed. | ||
− | == Current Season Bosses ( | + | == Current Season Bosses (August, September 2022) == |
− | '''Current Terrain''': | + | '''Current Terrain''': ''Nighttime'', Default (First time it's been Nighttime for a Dojo season) |
+ | |||
+ | '''For clarity's sake''': When a status effect has a turn count listed, the turn it is applied is counted in the number. For example, if the Boss stuns one of your Friends and that stun only affects you on one subsequent turn, its duration will be written as 2 Turns in this table. A status that lasts two player turns would be written as 3 Turns in the table, and so on. | ||
+ | |||
+ | '''Additional Clarification''': When "Projectile" attacks are mentioned, it means non-AoE attacks which can hit multiple random Friends. They are capable of hitting the same Friend multiple times as well as hitting the maximum number of targets. | ||
{| class="wikitable" border="1" | {| class="wikitable" border="1" | ||
|- | |- | ||
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! Notes | ! Notes | ||
|- | |- | ||
− | | [[File: | + | | [[File:Apr22CarefreeBoss.png|120px]]<br> |
'''Monday'''<br> | '''Monday'''<br> | ||
{{KF3Relaxed|25px}} '''Relaxed''' | {{KF3Relaxed|25px}} '''Relaxed''' | ||
− | |'''Turn 1''': | + | |'''Turn 1''':1 Front Row AoE, Boss gains Evasion (20%, 3 turns) <br> |
− | '''Turn 2''': | + | '''Turn 2''': 1 Single Attack, chance to {{KF3 Exhaust|25px}} Exhaust (3 turns), 1 Single Target Attack<br> |
− | '''Turn 3''': | + | '''Turn 3''': 1 Front Row AoE, Boss gains {{KF3 Reflect|25px}} Reflect (25%, 3 turns)<br> |
− | '''Turn 4''': 1 AoE, | + | '''Turn 4''': 1 Front Row AoE, Boss gains Evasion (20%, 3 turns)<br> |
− | '''Turn 5''': | + | '''Turn 5''': 1 Single Attack, chance to {{KF3 Exhaust|25px}} Exhaust (3 turns), 1 Single Target Attack<br> |
− | '''Turn 6''': | + | '''Turn 6''': 1 Front Row AoE, Boss gains {{KF3 Reflect|25px}} Reflect (25%, 3 turns)<br> |
− | '''Turn 7''': Boss gains | + | '''Turn 7''': 1 Front Row AoE, Boss gains Evasion (20%, 3 turns)<br> |
− | '''Turn 8''': | + | '''Turn 8''': 1 Single Attack, chance to {{KF3 Exhaust|25px}} Exhaust (3 turns), 1 Single Target Attack<br> |
− | '''Turn 9''': | + | '''Turn 9''': 1 Front Row AoE, Boss gains {{KF3 Reflect|25px}} Reflect (25%, 3 turns)<br> |
− | '''Turn 10''': | + | '''Turn 10''': 1 Front Row AoE, Boss gains Evasion (20%, 3 turns) |
− | |AoE, chance to | + | |AoE, high chance to {{KF3 Exhaust|25px}} Exhaust for 4 Turns |
− | + | |This boss has much more defense than other Dojo bosses, as the boss takes about 40-50% less damage than a normal Dojo boss does. Expect your scores to be lower than usual.<br> | |
+ | Without {{KF3 Exhaust|25px}} Exhaustion immunity or resistance, it is unlikely you will be able to use most or any of your miracles. [[Malayan Tapir/KF3 (V2)|Alt Malayan Tapir]] (with Miracle Trait) and [[Spotted Hyena/KF3|Spotted Hyena]] both confer teamwide {{KF3 Exhaust|25px}} Exhaustion immunity.<br> Otherwise, bring photos that give {{KF3 Exhaust|25px}} Exhaustion resistance. | ||
|- | |- | ||
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'''Tuesday'''<br> | '''Tuesday'''<br> | ||
{{KF3Friendly|25px}} '''Friendly''' | {{KF3Friendly|25px}} '''Friendly''' | ||
− | |'''Turn 1''': 2 AoE | + | |'''Turn 1''': 2 Projectiles (can hit same Friend twice), 1 AoE that inflicts {{KF3 MP Drain|25px}} MP Drain (20, 3 Turns)<br> |
− | '''Turn 2''': 2 | + | '''Turn 2''': 2 Single Target Attacks with chance to inflict {{KF3 Amnesia|25px}} Amnesia (3 turns)<br> |
− | '''Turn 3''': 2 | + | '''Turn 3''': 2 Projectiles (can hit same Friend twice), 1 AoE with chance to inflict {{KF3 Overheat|25px}} Overheat (3 turns)<br> |
− | '''Turn 4''': 2 AoE | + | '''Turn 4''': 2 Projectiles (can hit same Friend twice), 1 AoE that inflicts {{KF3 MP Drain|25px}} MP Drain (20, 3 Turns)<br> |
− | '''Turn 5''': | + | '''Turn 5''': 2 Single Target Attacks with chance to inflict {{KF3 Amnesia|25px}} Amnesia (3 turns)<br> |
− | '''Turn 6''': 2 | + | '''Turn 6''': 2 Projectiles (can hit same Friend twice), 1 AoE with chance to inflict {{KF3 Overheat|25px}} Overheat (3 turns)<br> |
− | '''Turn 7''': | + | '''Turn 7''': 2 Projectiles (can hit same Friend twice), 1 AoE that inflicts {{KF3 MP Drain|25px}} MP Drain (20, 3 Turns)<br> |
− | '''Turn 8''': 2 | + | '''Turn 8''': 2 Single Target Attacks with chance to inflict {{KF3 Amnesia|25px}} Amnesia (3 turns)<br> |
− | '''Turn 9''': 2 | + | '''Turn 9''': 2 Projectiles (can hit same Friend twice), 1 AoE with chance to inflict {{KF3 Overheat|25px}} Overheat (3 turns)<br> |
− | '''Turn 10''':2 AoE | + | '''Turn 10''': 2 Projectiles (can hit same Friend twice), 1 AoE that inflicts {{KF3 MP Drain|25px}} MP Drain (20, 3 Turns) |
− | |Single | + | |Single Target, inflicts {{KF3 Overheat|25px}} Overheat (3 turns) |
− | | | + | |Over the course of the Dojo, the boss will {{KF3 MP Drain|25px}} Drain 120 MP from all Friends hit by the AoEs. Paired with {{KF3 Amnesia|25px}} Amnesia, it is very hard to charge miracles against this boss.<br> |
+ | [[Golden Tiger/KF3|Golden Tiger]] can remove {{KF3 MP Drain|25px}} with her Standby, reducing total MP lost to 80. [[Rhinoceros Hornbill/KF3|Rhinoceros Hornbill]] (with Miracle Trait) gives teamwide {{KF3 Overheat|25px}} Overheat immunity.<br> | ||
+ | [[Caracal/KF3|Caracal]] (with Miracle Trait) gives teamwide {{KF3 Amnesia|25px}} Amnesia immunity. [[Mukku/KF3|Mukku]]'s teamwide MP regen can help combat the MP loss somewhat.<br> | ||
+ | Besides these Friends, there are some photos that give {{KF3 Amnesia|25px}} Amnesia and {{KF3 Overheat|25px}} Overheat resistance, but nothing else can be done about the {{KF3 MP Drain|25px}} MP Drain. | ||
|- | |- | ||
− | |[[File: | + | |[[File:Aug22FunnyBoss.png|120px]]<br> |
'''Wednesday'''<br> | '''Wednesday'''<br> | ||
{{KF3Funny|25px}} '''Funny''' | {{KF3Funny|25px}} '''Funny''' | ||
− | |'''Turn 1''': 2 | + | |'''Turn 1''': 2 Single Target Attacks with chance to inflict {{KF3 Bravado|25px}} Bravado (3 turns)<br> |
− | '''Turn 2''': 1 AoE, chance to | + | '''Turn 2''': 1 AoE, 1 Single Target Attack with chance to {{KF3 Exhaust|25px}} Exhaust (3 turns)<br> |
− | '''Turn 3''': 2 Single Target Attacks | + | '''Turn 3''': 2 Single Target Attacks with chance to {{KF3 Poison|25px}} Poison (3 turns)<br> |
− | '''Turn 4''': 2 | + | '''Turn 4''': 2 Single Target Attacks with chance to inflict {{KF3 Bravado|25px}} Bravado (3 turns)<br> |
− | '''Turn 5''': 1 AoE, chance to | + | '''Turn 5''': 1 AoE, 1 Single Target Attack with chance to {{KF3 Exhaust|25px}} Exhaust (3 turns)<br> |
− | '''Turn 6''': 2 Single Target Attacks | + | '''Turn 6''': 2 Single Target Attacks with chance to {{KF3 Poison|25px}} Poison (3 turns)<br> |
− | '''Turn 7''': 2 | + | '''Turn 7''': 2 Single Target Attacks with chance to inflict {{KF3 Bravado|25px}} Bravado (3 turns)<br> |
− | '''Turn 8''': 1 AoE, chance to | + | '''Turn 8''': 1 AoE, 1 Single Target Attack with chance to {{KF3 Exhaust|25px}} Exhaust (3 turns)<br> |
− | '''Turn 9''': 2 Single Target Attacks | + | '''Turn 9''': 2 Single Target Attacks with chance to {{KF3 Poison|25px}} Poison (3 turns)<br> |
− | '''Turn 10''': 2 | + | '''Turn 10''': 2 Single Target Attacks with chance to inflict {{KF3 Bravado|25px}} Bravado (3 turns) |
− | |AoE | + | |AoE with chance to inflict {{KF3 Bravado|25px}} Bravado (4 turns) |
− | | | + | |The only concern in this Dojo is the {{KF3 Exhaust|25px}} Exhaustion at turn 8. You could bring a Friend with {{KF3 Exhaust|25px}} Exhaustion Immunity and {{KF3 Threat|25px}} Threat photos or skill, teamwide immunity, or simply use the reset trick (check Strategy section).<br> |
+ | Besides that, healing photos like [[Charismatic Hairdresser Suri Alpaca]] can help if the {{KF3 Poison|25px}} Poison is a problem. | ||
|- | |- | ||
− | |[[File: | + | |[[File:Apr22RelaxedBoss.png|120px]]<br> |
'''Thursday'''<br> | '''Thursday'''<br> | ||
{{KF3Carefree|25px}} '''Carefree''' | {{KF3Carefree|25px}} '''Carefree''' | ||
− | |'''Turn 1''': <br> | + | |'''Turn 1''': 2 Projectiles, Boss gains {{KF3 Joy|25px}} Joy (4 Turns)<br> |
− | '''Turn 2''': <br> | + | '''Turn 2''': 2 Single Target Attacks with chance to inflict {{KF3 Gloom|25px}} Gloom (3 Turns)<br> |
− | '''Turn 3''': <br> | + | '''Turn 3''': 1 Single Target Attack, 1 AoE with chance to inflict {{KF3 Paralysis|25px}} Paralysis (4 turns)<br> |
− | '''Turn 4''': <br> | + | '''Turn 4''': 2 Projectiles, Boss gains {{KF3 Joy|25px}} Joy (4 Turns)<br> |
− | '''Turn 5''': <br> | + | '''Turn 5''': 2 Single Target Attacks with chance to inflict {{KF3 Gloom|25px}} Gloom (3 Turns)<br> |
− | '''Turn 6''': <br> | + | '''Turn 6''': 1 Single Target Attack, 1 AoE with chance to inflict {{KF3 Paralysis|25px}} Paralysis (4 turns)<br> |
− | '''Turn 7''': <br> | + | '''Turn 7''': 2 Projectiles, Boss gains {{KF3 Joy|25px}} Joy (4 Turns)<br> |
− | '''Turn 8''': <br> | + | '''Turn 8''': 2 Single Target Attacks with chance to inflict {{KF3 Gloom|25px}} Gloom (3 Turns)<br> |
− | '''Turn 9''': <br> | + | '''Turn 9''': 1 Single Target Attack, 1 AoE with chance to inflict {{KF3 Paralysis|25px}} Paralysis (4 turns)<br> |
− | '''Turn 10''': | + | '''Turn 10''': 2 Projectiles, Boss gains {{KF3 Joy|25px}} Joy (3 Turns) |
− | | | + | |AoE, chance to inflict {{KF3 Gloom|25px}} Gloom (4 turns) |
− | | | + | |This boss has {{KF3 Joy|25px}} Joy for the entire fight. [[Gambian Pouched Rat/KF3|Gambian Pouched Rat]] can remove {{KF3 Joy|25px}} Joy with her Beat!!!, or you can {{KF3 Stun|25px}} Stun it to stall the {{KF3 Joy|25px}} Joy from being reapplied to provide a 1 turn window for dealing damage. Otherwise, don't expect to be able to score well.<br> |
+ | [[De Brazza's Monkey/KF3|De Brazza's Monkey]] (with Miracle Trait) provides teamwide {{KF3 Paralysis|25px}} Paralysis immunity, as well as some photos give immunity/resist.<br> | ||
+ | As for {{KF3 Gloom|25px}} Gloom, [[Unico/KF3|Unico]] can remove it via Miracle and some photos resist it. | ||
|- | |- | ||
− | |[[File: | + | |[[File:Dec21FriendlyBoss2.png|120px]]<br> |
'''Friday'''<br> | '''Friday'''<br> | ||
{{KF3Active|25px}} '''Active''' | {{KF3Active|25px}} '''Active''' | ||
− | |'''Turn 1''': | + | |'''Turn 1''': 1 Single Target Attack, 1 Front Row AoE with chance to inflict {{KF3 Lost Flag|25px}} Lost Flag (3 turns)<br> |
− | '''Turn 2''': | + | '''Turn 2''': 1 Single Target Attack, 1 Single Target Attack with chance to inflict {{KF3 Sleep|25px}} Sleep (3 turns)<br> |
− | '''Turn 3''': | + | '''Turn 3''': 1 Single Target Attack, 1 AoE with chance to inflict {{KF3 Discord|25px}} Discord (3 turns)<br> |
− | '''Turn 4''': 1 AoE | + | '''Turn 4''': 1 Single Target Attack, 1 Front Row AoE with chance to inflict {{KF3 Lost Flag|25px}} Lost Flag (3 turns)<br> |
− | '''Turn 5''': | + | '''Turn 5''': 1 Single Target Attack, 1 Single Target Attack with chance to inflict {{KF3 Sleep|25px}} Sleep (3 turns)<br> |
− | '''Turn 6''': | + | '''Turn 6''': 1 Single Target Attack, 1 AoE with chance to inflict {{KF3 Discord|25px}} Discord (3 turns)<br> |
− | '''Turn 7''': | + | '''Turn 7''': 1 Single Target Attack, 1 Front Row AoE with chance to inflict {{KF3 Lost Flag|25px}} Lost Flag (3 turns)<br> |
− | '''Turn 8''': | + | '''Turn 8''': 1 Single Target Attack, 1 Single Target Attack with chance to inflict {{KF3 Sleep|25px}} Sleep (3 turns)<br> |
− | '''Turn 9''': | + | '''Turn 9''': 1 Single Target Attack, 1 AoE with chance to inflict {{KF3 Discord|25px}} Discord (3 turns)<br> |
− | '''Turn 10''': | + | '''Turn 10''': 1 Single Target Attack, 1 Front Row AoE with chance to inflict {{KF3 Lost Flag|25px}} Lost Flag (3 turns) |
− | |AoE, | + | |AoE, chance to inflict {{KF3 Pain|25px}} Pain (3 turns) |
− | | | + | |{{KF3 Lost Flag|25px}} Lost Flag serves as a minor inconvenience but [[Island Fox/KF3|Island Fox]] provides teamwide immunity. As for {{KF3 Discord|25px}} Discord, there isn't anything you can do.<br> |
− | + | The main problem in this Dojo is the {{KF3 Pain|25px}} Pain, as it's present for most of the fight and will drain a lot of health. [[Tibetan Sand Fox/KF3|Tibetan Sand Fox]] (with Miracle Trait) gives teamwide Pain immunity, or bring regen photos like [[Charismatic Hairdresser Suri Alpaca]] to help combat this. | |
+ | |||
|- | |- | ||
− | |[[File: | + | |[[File:Aug22LovelyBoss.png|120px]]<br> |
'''Saturday'''<br> | '''Saturday'''<br> | ||
{{KF3Lovely|25px}} '''Lovely''' | {{KF3Lovely|25px}} '''Lovely''' | ||
− | |'''Turn 1''': | + | |'''Turn 1''': 1 Single Target Attack that {{KF3 Freeze|25px}} Freezes, 1 Single Target Attack<br> |
− | + | '''Turn 2''': 1 Single Target Attack, 1 Front Row AoE with chance to inflict {{KF3 Pain|25px}} Pain (3 turns)<br> | |
− | '''Turn | + | '''Turn 3''': 1 AoE, 1 Single Target Attack<br> |
− | '''Turn | + | '''Turn 4''': 1 Single Target Attack that {{KF3 Freeze|25px}} Freezes, 1 Single Target Attack<br> |
− | '''Turn | + | '''Turn 5''': 1 Single Target Attack, 1 Front Row AoE with chance to inflict {{KF3 Pain|25px}} Pain<br> |
− | '''Turn | + | '''Turn 6''': 1 AoE, 1 Single Target Attack<br> |
− | '''Turn 7''': | + | '''Turn 7''': 1 Single Target Attack that {{KF3 Freeze|25px}} Freezes, 1 Single Target Attack<br> |
− | '''Turn 8''': 1 | + | '''Turn 8''': 1 Single Target Attack, 1 Front Row AoE with chance to inflict {{KF3 Pain|25px}} Pain (3 turns)<br> |
− | '''Turn 9''': | + | '''Turn 9''': 1 AoE, 1 Single Target Attack<br> |
− | '''Turn 10''': | + | '''Turn 10''': 1 Single Target Attack that {{KF3 Freeze|25px}} Freezes, 1 Single Target Attack |
− | |AoE, only deals damage. | + | |AoE, only deals damage |
− | | | + | |This boss is very simple. Assuming no {{KF3 MP Drain|25px}} MP Drain, {{KF3 Stun|25px}} Stun, or too many extra moves, the boss will do Miracles on Turns 4, 7, and 10, meaning the {{KF3 Freeze|25px}} Freeze is pretty much irrelevant and not to be worried about.<br> |
− | + | You can also bring [[Orca/KF3|Orca]] if you want the Freeze immunity teamwide. If you need to bring healing photos to deal with the pain, like [[Charismatic Hairdresser Suri Alpaca]], do so.<br> | |
+ | Besides that, [[Thomson's Gazelle/KF3|Thomson's Gazelle]] (with Miracle Trait) provides teamwide {{KF3 Pain|25px}} Pain immunity, and there are photos as well. | ||
+ | |||
|- | |- | ||
− | |[[File: | + | |[[File:Aug22LovelyBoss2.png|120px]]<br> |
'''Sunday'''<br> | '''Sunday'''<br> | ||
− | {{ | + | {{KF3Lovely|25px}} '''Lovely''' |
− | |'''Turn 1''': 1 AoE | + | |'''Turn 1''': 2 Projectiles (Can hit same target multiple times), 1 Front Row AoE with chance to {{KF3 Stun|25px}} Stun (3 turns)<br> |
− | '''Turn 2''': | + | '''Turn 2''': 3 Projectiles (Can hit same target multiple times), 1 AoE with chance to {{KF3 Poison|25px}} Poison (3 turns)<br> |
− | '''Turn 3''': | + | '''Turn 3''': 2 Single Target Attacks with chance to {{KF3 Sleep|25px}} Sleep (4 Turns)<br> |
− | '''Turn 4''': 1 AoE | + | '''Turn 4''': 2 Projectiles (Can hit same target multiple times), 1 Front Row AoE with chance to {{KF3 Stun|25px}} Stun (3 turns)<br> |
− | '''Turn 5''': | + | '''Turn 5''': 3 Projectiles (Can hit same target multiple times), 1 AoE with chance to {{KF3 Poison|25px}} Poison (3 turns)<br> |
− | '''Turn 6''': | + | '''Turn 6''': 2 Single Target Attacks with chance to {{KF3 Sleep|25px}} Sleep (4 Turns)<br> |
− | '''Turn 7''': 1 AoE | + | '''Turn 7''': 2 Projectiles (Can hit same target multiple times), 1 Front Row AoE with chance to {{KF3 Stun|25px}} Stun (3 turns)<br> |
− | '''Turn 8''': | + | '''Turn 8''': 3 Projectiles (Can hit same target multiple times), 1 AoE with chance to {{KF3 Poison|25px}} Poison (3 turns)<br> |
− | '''Turn 9''': | + | '''Turn 9''': 2 Single Target Attacks with chance to {{KF3 Sleep|25px}} Sleep (4 Turns)<br> |
− | '''Turn 10''': 1 AoE | + | '''Turn 10''': 2 Projectiles (Can hit same target multiple times), 1 Front Row AoE with chance to {{KF3 Stun|25px}} Stun (3 turns) |
− | | AoE, chance to | + | |AoE, chance to {{KF3 Stun|25px}} Stun for 3 turns |
− | | | + | |The {{KF3 Stun|25px}} Stun spam will heavily interfere with your ability to charge Miracles and build Try!! charge against this boss. [[Fossa/KF3|Fossa]]'s Standby gives five turns of {{KF3 Stun|25px}} Stun immunity.<br> |
+ | Otherwise, bring resistance photos on all Friends to avoid being stunned for most turns or even losing entire turns to all Friends being stunned.<br> | ||
+ | Also, the {{KF3 Poison|25px}} Poison can really add up, so bringing healing photos like [[Charismatic Hairdresser Suri Alpaca]] may be necessary to survive this boss as the AoE spam and {{KF3 Poison|25px}} Poison can really add up.<br> | ||
+ | The {{KF3 Sleep|25px}} Sleep is not the biggest problem though could still interfere. [[Harp Seal/KF3|Harp Seal]] can remove {{KF3 Sleep|25px}} Sleep with Standby, otherwise bring photos that give sleep resistance. | ||
+ | |||
|} | |} | ||
{{KF3Nav}} | {{KF3Nav}} |
Revision as of 17:37, 12 August 2022
Shiserval Dojo | ||||||||
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Quest Data | ||||||||
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Shiserval Dojo is a mode in Kemono Friends 3. It is unlocked after completing Main Story Chapter 3-12.
Gameplay
Shiserval Dojo is a score-attack mode where players have 10 turns to deal as much damage as possible to a Boss which respawns when defeated, which is then converted into a final score. The highest scores each month are recorded on the leaderboard, and the player can also check their top score for each day of the week for the current month. The Dojo operates in Seasons which last two months that feature seven Bosses, one for each Type with Sunday's Type being a repeat (but is a different boss from the other Boss of the same type). Each season also has different Terrain which is important when considering Friends which gain bonuses from specific Terrain types. Once the Season ends, new Bosses appear with new movesets. Each boss comes with its own set of status effects, move order, Miracle, and sometimes two Minions or special conditions that increase damage taken while afflicted with a status effect.
Dojo can only be done once per day, unless the player spends 20 Kirakira to get another attempt (limited to once per day). There is a Weekly quest which gives 20 Kirakira for completing 8 Dojo battles, meaning that the Kirakira is returned if the player does all 7 free daily attempts for the week in addition to the 2nd attempt, allowing the player to get extra rewards from Dojo without losing any Kirakira if they remember to do all 8 battles.
Rewards
Dojo offers two types of rewards: daily and monthly. Daily rewards include Starglass, Small Augites (500,000 minimum score), Riukiu Fashion Medals (500,000 minimum score) and Proof of Strength (4,000,000 minimum score). Each month, a new Friend is given the Café Uniform outfit which comes in four colors: Yellow, Green, Blue, and Pink. Monthly rewards refers to the latter three: 100th-11th place receive Café Uniform Green, 10th-2nd place receive Blue and 1st place receives Pink. Starglass is used for upgrading the Labyrinth. Riukiu Fashion Medals are used to buy the Yellow Café Uniforms and Coins.
Special Mechanics
Unless removed by Joy, the Dojo boss is always under the effects of two debuffs: Attack Down against Type the Boss is weak toa and Defense Down against Type the Boss is weak to.
Each turn, all Friends which do not have a Type advantage against the Boss will lose all MP unless their Miracle is charged.
Each time the Boss is defeated, the Boss respawns with increased HP and attack, but slightly less defense, meaning the stronger the player's party is, the quicker the Boss will be defeated and the stronger it will become, and in turn the quicker it defeats the player's Friends. Currently, every 6th defeat of the Boss gives all Friends 10 MP and 1 Ricebowl charge.
Strategy
It is essential to use Friends which have a type advantage against the Boss if one seeks to score high and obtain the rewards associated with Dojo.
Team composition usually involves bringing at least one Friend that buffs team damage, though some players may use two buffers. Friends which inflict Defense Down using their Miracle are also highly valuable for increasing the damage dealt by other Friends' Miracles in succession. Friends with AoE Miracles and AoE Beat!!!s are less effective in Dojo days that do not have Minions, so it's advisable to avoid them unless the Boss has them.
The general strategy for Dojo is to charge all five Miracles and then use them in succession (a Miracle rush) at the end to make the most out of damage buffs, Try!! Charge, and Beat!!! Choruses. Typically, aim to do a Try!! Chorus before the turn you're going to use your Miracles on. During your Miracle turn, try to make Beat!!! Choruses to take advantage of the large damage buff it gives.
Choice of Captain Skill can strongly impact final score. Flag Swap and More Plasm are more random, but have much higher upper limits to what they can achieve, while Attack Up is less random, but has a lower maximum effectiveness. Attack Up is easier and the recommended choice for new players.
- Flag Swap enables the player to set up Action!, Try!!, and Beat!!! Choruses with ease, making it easy to charge Miracles, gain a large Try!! Charge before using Miracles, and to do a Beat Chorus when using Miracles to massively increase damage.
- More Plasm can enhance a large Try!! Charge to give absolutely massive damage boosts to Friends, as much as +200-300%.
- Attack Up gives a sizable damage buff (50-60%) to all Friends.
Use of Standby Skills can also make a significant impact on score. Making use of the ability to turn off Standbys so they are not wasted early in the Dojo is important to maximize their effectiveness, such as using a Standby that gives a damage buff the turn before doing a Miracle, using a Standby that removes a status from the Boss like Joy after the boss gains it, or using a Standby that removes debuffs and status effects from allies after they're inflicted.
In some Dojo seasons, Minions will cause the boss to take additional damage when defeated. Furthermore, some players may opt to attack minions entirely over the boss to avoid scaling the Boss's damage (foregoing the +10 MP and Ricebowl Charge bonus from 6th defeat) if their Friends are weaker so that they can take advantage of the full 10 turns of the Dojo without worrying about their Friends being KO'd early.
Although not all players may feel this is fair, some may choose to use the game's disconnect forgiveness system to alter RNG. In any given battle in KF3, a player may close the game three times and resume it upon relaunching the game, after which point closing the game will forfeit the battle. Using this, a player may close the game before the end of a Dojo turn and start of the next to make the boss do its attacks again. This could circumvent the application of chance-based status effects or change which Friend the boss targets. It can also be used to try and force a Friend to attack even if they are Paralyzed.
Current Season Bosses (August, September 2022)
Current Terrain: Nighttime, Default (First time it's been Nighttime for a Dojo season)
For clarity's sake: When a status effect has a turn count listed, the turn it is applied is counted in the number. For example, if the Boss stuns one of your Friends and that stun only affects you on one subsequent turn, its duration will be written as 2 Turns in this table. A status that lasts two player turns would be written as 3 Turns in the table, and so on.
Additional Clarification: When "Projectile" attacks are mentioned, it means non-AoE attacks which can hit multiple random Friends. They are capable of hitting the same Friend multiple times as well as hitting the maximum number of targets.
Boss, Day of Week, Type | Moveset | Miracle | Notes |
---|---|---|---|
Turn 1:1 Front Row AoE, Boss gains Evasion (20%, 3 turns) Turn 2: 1 Single Attack, chance to Exhaust (3 turns), 1 Single Target Attack |
AoE, high chance to Exhaust for 4 Turns | This boss has much more defense than other Dojo bosses, as the boss takes about 40-50% less damage than a normal Dojo boss does. Expect your scores to be lower than usual. Without Exhaustion immunity or resistance, it is unlikely you will be able to use most or any of your miracles. Alt Malayan Tapir (with Miracle Trait) and Spotted Hyena both confer teamwide Exhaustion immunity. | |
Turn 1: 2 Projectiles (can hit same Friend twice), 1 AoE that inflicts MP Drain (20, 3 Turns) Turn 2: 2 Single Target Attacks with chance to inflict Amnesia (3 turns) |
Single Target, inflicts Overheat (3 turns) | Over the course of the Dojo, the boss will Drain 120 MP from all Friends hit by the AoEs. Paired with Amnesia, it is very hard to charge miracles against this boss. Golden Tiger can remove with her Standby, reducing total MP lost to 80. Rhinoceros Hornbill (with Miracle Trait) gives teamwide Overheat immunity. | |
Turn 1: 2 Single Target Attacks with chance to inflict Bravado (3 turns) Turn 2: 1 AoE, 1 Single Target Attack with chance to Exhaust (3 turns) |
AoE with chance to inflict Bravado (4 turns) | The only concern in this Dojo is the Exhaustion at turn 8. You could bring a Friend with Exhaustion Immunity and Threat photos or skill, teamwide immunity, or simply use the reset trick (check Strategy section). Besides that, healing photos like Charismatic Hairdresser Suri Alpaca can help if the Poison is a problem. | |
Turn 1: 2 Projectiles, Boss gains Joy (4 Turns) Turn 2: 2 Single Target Attacks with chance to inflict Gloom (3 Turns) |
AoE, chance to inflict Gloom (4 turns) | This boss has Joy for the entire fight. Gambian Pouched Rat can remove Joy with her Beat!!!, or you can Stun it to stall the Joy from being reapplied to provide a 1 turn window for dealing damage. Otherwise, don't expect to be able to score well. De Brazza's Monkey (with Miracle Trait) provides teamwide Paralysis immunity, as well as some photos give immunity/resist. | |
Turn 1: 1 Single Target Attack, 1 Front Row AoE with chance to inflict Lost Flag (3 turns) Turn 2: 1 Single Target Attack, 1 Single Target Attack with chance to inflict Sleep (3 turns) |
AoE, chance to inflict Pain (3 turns) | Lost Flag serves as a minor inconvenience but Island Fox provides teamwide immunity. As for Discord, there isn't anything you can do. The main problem in this Dojo is the Pain, as it's present for most of the fight and will drain a lot of health. Tibetan Sand Fox (with Miracle Trait) gives teamwide Pain immunity, or bring regen photos like Charismatic Hairdresser Suri Alpaca to help combat this. | |
Turn 1: 1 Single Target Attack that Freezes, 1 Single Target Attack Turn 2: 1 Single Target Attack, 1 Front Row AoE with chance to inflict Pain (3 turns) |
AoE, only deals damage | This boss is very simple. Assuming no MP Drain, Stun, or too many extra moves, the boss will do Miracles on Turns 4, 7, and 10, meaning the Freeze is pretty much irrelevant and not to be worried about. You can also bring Orca if you want the Freeze immunity teamwide. If you need to bring healing photos to deal with the pain, like Charismatic Hairdresser Suri Alpaca, do so. | |
Turn 1: 2 Projectiles (Can hit same target multiple times), 1 Front Row AoE with chance to Stun (3 turns) Turn 2: 3 Projectiles (Can hit same target multiple times), 1 AoE with chance to Poison (3 turns) |
AoE, chance to Stun for 3 turns | The Stun spam will heavily interfere with your ability to charge Miracles and build Try!! charge against this boss. Fossa's Standby gives five turns of Stun immunity. Otherwise, bring resistance photos on all Friends to avoid being stunned for most turns or even losing entire turns to all Friends being stunned. |