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> |
+ | '''Force Quit Trick''': 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 2023) == |
− | '''Current Terrain''': | + | '''Current Terrain''': Default, Night |
− | ''' | + | '''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 or 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''': <br> | + | |'''Turn 1''': 2 Single Target Attacks with chance of {{KF3 Paralysis|25px}} Paralysis (2 turns)<br> |
− | '''Turn 2''': <br> | + | '''Turn 2''': 1 Front Row AoE with chance of {{KF3 Discord|25px}} Discord (2 turns), 1 Single Target Attack<br> |
− | '''Turn 3''': <br> | + | '''Turn 3''': 1 AoE, Boss gains Evasion (20%, 2 turns)<br> |
− | '''Turn 4''': <br> | + | '''Turn 4''': 2 Single Target Attacks with chance of {{KF3 Paralysis|25px}} Paralysis (2 turns)<br> |
− | '''Turn 5''': <br> | + | '''Turn 5''': 1 Front Row AoE with chance of {{KF3 Discord|25px}} Discord (2 turns), 1 Single Target Attack<br> |
− | '''Turn 6''': <br> | + | '''Turn 6''': 1 AoE, Boss gains Evasion (20%, 2 turns)<br> |
− | '''Turn 7''': <br> | + | '''Turn 7''': 2 Single Target Attacks with chance of {{KF3 Paralysis|25px}} Paralysis (2 turns)<br> |
− | '''Turn 8''': <br> | + | '''Turn 8''': 1 Front Row AoE with chance of {{KF3 Discord|25px}} Discord (2 turns), 1 Single Target Attack<br> |
− | '''Turn 9''': <br> | + | '''Turn 9''': 1 AoE, Boss gains Evasion (20%, 2 turns)<br> |
− | '''Turn 10''': | + | '''Turn 10''': 2 Single Target Attacks with chance of {{KF3 Paralysis|25px}} Paralysis (2 turns) |
− | | | + | |AoE, only deals damage. |
− | | | + | |[[Raijū/KF3|Raijū]] with Miracle Trait provides teamwide {{KF3 Paralysis|25px}} Paralysis immunity.<br> |
− | + | [[Tasmanian Tiger/KF3|Tasmanian Tiger]]'s Unique Trait and [[Makami/KF3|Makami]]'s Miracle Trait provide teamwide {{KF3 Discord|25px}} Discord immunity. | |
|- | |- | ||
| [[File:Dec21FriendlyBoss.png|120px]]<br> | | [[File:Dec21FriendlyBoss.png|120px]]<br> | ||
'''Tuesday'''<br> | '''Tuesday'''<br> | ||
{{KF3Friendly|25px}} '''Friendly''' | {{KF3Friendly|25px}} '''Friendly''' | ||
− | |'''Turn 1''': <br> | + | |'''Turn 1''': 2 Single Target Attacks with chance to {{KF3 Stun|25px}} Stun (2 turns) <br> |
− | '''Turn 2''': <br> | + | '''Turn 2''': 1 AoE with chance for {{KF3 Overheat|25px}} Overheat (2 turns), 1 AoE <br> |
− | '''Turn 3''': <br> | + | '''Turn 3''': 1 AoE, 2 Projectiles and Boss gains {{KF3 Joy|25px}} Joy (2 turns) <br> |
− | '''Turn 4''': <br> | + | '''Turn 4''': 2 Single Target Attacks with chance to {{KF3 Stun|25px}} Stun (2 turns)<br> |
− | '''Turn 5''': <br> | + | '''Turn 5''': 1 AoE with chance for {{KF3 Overheat|25px}} Overheat (2 turns), 1 AoE<br> |
− | '''Turn 6''': <br> | + | '''Turn 6''': 1 AoE, 2 Projectiles and Boss gains {{KF3 Joy|25px}} Joy (2 turns)<br> |
− | '''Turn 7''': <br> | + | '''Turn 7''': 2 Single Target Attacks with chance to {{KF3 Stun|25px}} Stun (2 turns)<br> |
− | '''Turn 8''': <br> | + | '''Turn 8''': 1 AoE with chance for {{KF3 Overheat|25px}} Overheat (2 turns), 1 AoE<br> |
− | '''Turn 9''': <br> | + | '''Turn 9''': 1 AoE, 2 Projectiles and Boss gains {{KF3 Joy|25px}} Joy (2 turns)<br> |
− | '''Turn 10''': | + | '''Turn 10''': 2 Single Target Attacks with chance to {{KF3 Stun|25px}} Stun (2 turns) |
− | | | + | |Single Target, only deals damage. |
− | | | + | |All three status effects here can pose obstacles to a high score. The worst is the {{KF3 Overheat|25px}} Overheat, then the {{KF3 Stun|25px}} Stun, and last the {{KF3 Joy|25px}} Joy.<br> |
− | + | For {{KF3 Overheat|25px}} Overheat, the only option is [[Rhinoceros Hornbill/KF3|Rhinoceros Hornbill]] with Miracle Trait providing teamwide {{KF3 Overheat|25px}} Overheat immunity.<br> | |
+ | If using [[Peach Panther/KF3|Peach Panther]], give her a [[Going to the Ocean]] photo, as she'll absorb most or all of the single target {{KF3 Stun|25px}} Stun. [[Hippopotamus/KF3|Hippopotamus]] and [[Mukku/KF3|Mukku]]'s Unique Trait provides teamwide {{KF3 Stun|25px}} Stun immunity. [[Red Junglefowl/KF3|Red Junglefowl]] with Miracle Trait provides medium teamwide {{KF3 Stun|25px}} Stun resistance.<br> | ||
+ | Lastly, for the {{KF3 Joy|25px}} Joy, doing Miracles on Turn 9 will avoid the {{KF3 Joy|25px}} Joy that comes into effect for Turn 10. [[Goshingyu-sama/KF3|Goshingyu-sama]] can dispel {{KF3 Joy|25px}} Joy with her Beat!!!. | ||
|- | |- | ||
− | |[[File: | + | |[[File:Aug22FunnyBoss.png|120px]]<br> |
'''Wednesday'''<br> | '''Wednesday'''<br> | ||
{{KF3Funny|25px}} '''Funny''' | {{KF3Funny|25px}} '''Funny''' | ||
− | |'''Turn 1''': | + | |'''Turn 1''': 2 Single Target Attacks with chance of {{KF3 Pain|25px}} Pain (2 turns)<br> |
− | '''Turn 2''': | + | '''Turn 2''': 1 AoE, 1 Single Target Attack<br> |
− | '''Turn 3''': 2 | + | '''Turn 3''': 2 Single Target Attacks with chance of {{KF3 Lost Flag|25px}} Lost Flag (2 turns)<br> |
− | '''Turn 4''': | + | '''Turn 4''': 2 Single Target Attacks with chance of {{KF3 Pain|25px}} Pain (2 turns)<br> |
− | '''Turn 5''': | + | '''Turn 5''': 1 AoE, 1 Single Target Attack<br> |
− | '''Turn 6''': 2 | + | '''Turn 6''': 2 Single Target Attacks with chance of {{KF3 Lost Flag|25px}} Lost Flag (2 turns)<br> |
− | '''Turn 7''': | + | '''Turn 7''': 2 Single Target Attacks with chance of {{KF3 Pain|25px}} Pain (2 turns)<br> |
− | '''Turn 8''': | + | '''Turn 8''': 1 AoE, 1 Single Target Attack<br> |
− | '''Turn 9''': 2 | + | '''Turn 9''': 2 Single Target Attacks with chance of {{KF3 Lost Flag|25px}} Lost Flag (2 turns)<br> |
− | '''Turn 10''': | + | '''Turn 10''': 2 Single Target Attacks with chance of {{KF3 Pain|25px}} Pain (2 turns) |
− | | | + | |AoE, chance of {{KF3 Pain|25px}} Pain (3 turns). |
− | | | + | |[[Black Leopard/KF3|Black Leopard]]'s Unique Trait provides teamwide {{KF3 Pain|25px}} Pain immunity.<br> |
− | + | [[Bornean Orangutan/KF3|Bornean Orangutan]]'s Unique Trait provides teamwide {{KF3 Lost Flag|25px}} Lost Flag immunity. | |
|- | |- | ||
− | |[[File: | + | |[[File:Apr22RelaxedBoss.png|120px]]<br> |
'''Thursday'''<br> | '''Thursday'''<br> | ||
{{KF3Carefree|25px}} '''Carefree''' | {{KF3Carefree|25px}} '''Carefree''' | ||
+ | |'''Turn 1''': 2 Single Target Attacks with chance of {{KF3 Amnesia|25px}} Amnesia (2 turns)<br> | ||
+ | '''Turn 2''': 2 Projectiles, Boss gains {{KF3 Reflect|25px}} Reflect (15%, 2 turns)<br> | ||
+ | '''Turn 3''': 1 Single Target Attack with chance of {{KF3 Bravado|25px}} Bravado (2 turns), 1 AoE<br> | ||
+ | '''Turn 4''': 2 Single Target Attacks with chance of {{KF3 Amnesia|25px}} Amnesia (2 turns)<br> | ||
+ | '''Turn 5''': 2 Projectiles, Boss gains {{KF3 Reflect|25px}} Reflect (15%, 2 turns)<br> | ||
+ | '''Turn 6''': 1 Single Target Attack with chance of {{KF3 Bravado|25px}} Bravado (2 turns), 1 AoE<br> | ||
+ | '''Turn 7''': 2 Single Target Attacks with chance of {{KF3 Amnesia|25px}} Amnesia (2 turns)<br> | ||
+ | '''Turn 8''': 2 Projectiles, Boss gains {{KF3 Reflect|25px}} Reflect (15%, 2 turns)<br> | ||
+ | '''Turn 9''': 1 Single Target Attack with chance of {{KF3 Bravado|25px}} Bravado (2 turns), 1 AoE<br> | ||
+ | '''Turn 10''': 2 Single Target Attacks with chance of {{KF3 Amnesia|25px}} Amnesia (2 turns) | ||
+ | |AoE, only deals damage. | ||
+ | |The main issues in this Dojo are the non-stack-based {{KF3 Reflect|25px}} Reflect and the {{KF3 Amnesia|25px}} Amnesia.<br> | ||
+ | [[Domestic Dog/KF3|Domestic Dog]] and [[Unico/KF3|Unico]] with Miracle Trait provide teamwide {{KF3 Amnesia|25px}} Amnesia immunity.<br> | ||
+ | [[Kodiak Bear/KF3|Kodiak Bear]], [[Leopard/KF3|Leopard]] and [[Keroro/KF3|Keroro]]'s Unique Trait provides {{KF3 Pierce|25px}} Pierce. [[Wolverine/KF3|Wolverine]] and [[Unico/KF3|Unico]]'s Miracle Trait provides {{KF3 Pierce|25px}} Pierce. [[Saltwater Crocodile/KF3|Saltwater Crocodile]]'s Beat!!! has a high chance to {{KF3 Pierce|25px}} Pierce, and [[Okinawan Habu/KF3|Okinawan Habu]]'s standby grants {{KF3 Pierce|25px}} Pierce for 3 turns.<br> | ||
+ | [[Japanese Wolf/KF3|Japanese Wolf]]'s Unique Trait provides teamwide {{KF3 Bravado|25px}} Bravado immunity. [[Kodiak Bear/KF3|Kodiak Bear]]'s Miracle Trait provides teamwide {{KF3 Bravado|25px}} Bravado immunity. | ||
+ | |- | ||
+ | |[[File:Dec21FriendlyBoss2.png|120px]]<br> | ||
+ | '''Friday'''<br> | ||
+ | {{KF3Active|25px}} '''Active''' | ||
|'''Turn 1''': 1 AoE, 1 Single Target Attack<br> | |'''Turn 1''': 1 AoE, 1 Single Target Attack<br> | ||
− | '''Turn 2''': | + | '''Turn 2''': 2 Single Target Attacks with chance of {{KF3 Exhaust|25px}} Exhaustion (2 turns)<br> |
− | '''Turn 3''': | + | '''Turn 3''': 1 Front Row AoE with chance of {{KF3 Freeze|25px}} Freeze, 1 Single Target Attack<br> |
'''Turn 4''': 1 AoE, 1 Single Target Attack<br> | '''Turn 4''': 1 AoE, 1 Single Target Attack<br> | ||
− | '''Turn 5''': | + | '''Turn 5''': 2 Single Target Attacks with chance of {{KF3 Exhaust|25px}} Exhaustion (2 turns)<br> |
− | '''Turn 6''': | + | '''Turn 6''': 1 Front Row AoE with chance of {{KF3 Freeze|25px}} Freeze, 1 Single Target Attack<br> |
'''Turn 7''': 1 AoE, 1 Single Target Attack<br> | '''Turn 7''': 1 AoE, 1 Single Target Attack<br> | ||
− | '''Turn 8 | + | '''Turn 8''': 2 Single Target Attacks with chance of {{KF3 Exhaust|25px}} Exhaustion (2 turns)<br> |
− | + | '''Turn 9''': 1 Front Row AoE with chance of {{KF3 Freeze|25px}} Freeze, 1 Single Target Attack<br> | |
− | '''Turn | + | '''Turn 10''': 1 AoE, 1 Single Target Attack |
− | + | |AoE, only deals damage. | |
− | + | |There are currently no Friends providing teamwide {{KF3 Exhaust|25px}} Exhaustion immunity. Instead, give Friends [[Demonstration!]] or [[Japari Bun Steamer]], as the upgraded photos give medium resistance.<br> | |
− | + | There are currently no Friends providing teamwide {{KF3 Freeze|25px}} Freeze immunity. Instead, give Friends [[Cooking Class]] as it gives medium resistance when upgraded. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | '''Turn | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
− | |[[File: | + | |[[File:Aug22LovelyBoss.png|120px]]<br> |
'''Saturday'''<br> | '''Saturday'''<br> | ||
{{KF3Lovely|25px}} '''Lovely''' | {{KF3Lovely|25px}} '''Lovely''' | ||
− | |'''Turn 1''': <br> | + | |'''Turn 1''': 2 Single Target Attacks with chance of {{KF3 Sleep|25px}} Sleep (2 turns)<br> |
− | '''Turn 2''': <br> | + | '''Turn 2''': 1 Front Row AoE that inflicts {{KF3 MP Drain|25px}} MP Drain (15, 2 turns), 1 AoE<br> |
− | '''Turn 3''': <br> | + | '''Turn 3''': 2 Single Target Attacks with chance of {{KF3 Lost Flag|25px}} Lost Flag (2 turns)<br> |
− | '''Turn 4''': <br> | + | '''Turn 4''': 2 Single Target Attacks with chance of {{KF3 Sleep|25px}} Sleep (2 turns)<br> |
− | '''Turn 5''': <br> | + | '''Turn 5''': 1 Front Row AoE that inflicts {{KF3 MP Drain|25px}} MP Drain (15, 2 turns), 1 AoE<br> |
− | '''Turn 6''': <br> | + | '''Turn 6''': 2 Single Target Attacks with chance of {{KF3 Lost Flag|25px}} Lost Flag (2 turns)<br> |
− | '''Turn 7''': <br> | + | '''Turn 7''': 2 Single Target Attacks with chance of {{KF3 Sleep|25px}} Sleep (2 turns)<br> |
− | '''Turn 8''': <br> | + | '''Turn 8''': 1 Front Row AoE that inflicts {{KF3 MP Drain|25px}} MP Drain (15, 2 turns), 1 AoE<br> |
− | '''Turn 9''': <br> | + | '''Turn 9''': 2 Single Target Attacks with chance of {{KF3 Lost Flag|25px}} Lost Flag (2 turns)<br> |
− | '''Turn 10''': | + | '''Turn 10''': 2 Single Target Attacks with chance of {{KF3 Sleep|25px}} Sleep (2 turns) |
− | | | + | |AoE, chance of {{KF3 Lost Flag|25px}} Lost Flag (2 turns) |
− | | | + | |The {{KF3 Lost Flag|25px}} Lost Flag will impede performing Choruses and charging Miracles in this Dojo. The {{KF3 MP Drain|25px}} MP Drain will also pose a problem.<br> |
+ | The only teamwide {{KF3 Lost Flag|25px}} Lost Flag immunity is given by [[Steller Sea Lion/KF3|Steller Sea Lion]]'s Unique Trait.<br> | ||
+ | [[Crested Porcupine/KF3|Crested Porcupine]] can remove {{KF3 MP Drain|25px}} MP Drain with Standby three times.<br> | ||
+ | [[Silver Fox/KF3 (V2)|Silver Fox (Genius Inventor G)]] with Miracle Trait provides teamwide {{KF3 Sleep|25px}} Sleep immunity. | ||
|- | |- | ||
− | |[[File: | + | |[[File:Aug22LovelyBoss2.png|120px]]<br> |
'''Sunday'''<br> | '''Sunday'''<br> | ||
− | {{ | + | {{KF3Lovely|25px}} '''Lovely''' |
− | |'''Turn 1''': <br> | + | |'''Turn 1''': 2 Single Target Attacks with chance of {{KF3 Stun|25px}} Stun (2 turns)<br> |
− | '''Turn 2''': <br> | + | '''Turn 2''': 1 AoE with chance of {{KF3 Lost Flag|25px}} Lost Flag (2 turns), 3 Projectiles<br> |
− | '''Turn 3''': <br> | + | '''Turn 3''': 1 Front Row AoE with chance of {{KF3 Gloom|25px}} Gloom (2 turns), 3 Projectiles<br> |
− | '''Turn 4''': <br> | + | '''Turn 4''': 2 Single Target Attacks with chance of {{KF3 Stun|25px}} Stun (2 turns)<br> |
− | '''Turn 5''': <br> | + | '''Turn 5''': 1 AoE with chance of {{KF3 Lost Flag|25px}} Lost Flag (2 turns), 3 Projectiles<br> |
− | '''Turn 6''': <br> | + | '''Turn 6''': 1 Front Row AoE with chance of {{KF3 Gloom|25px}} Gloom (2 turns), 3 Projectiles<br> |
− | '''Turn 7''': <br> | + | '''Turn 7''': 2 Single Target Attacks with chance of {{KF3 Stun|25px}} Stun (2 turns)<br> |
− | '''Turn 8''': <br> | + | '''Turn 8''': 1 AoE with chance of {{KF3 Lost Flag|25px}} Lost Flag (2 turns), 3 Projectiles<br> |
− | '''Turn 9''': <br> | + | '''Turn 9''': 1 Front Row AoE with chance of {{KF3 Gloom|25px}} Gloom (2 turns), 3 Projectiles<br> |
− | '''Turn 10''': | + | '''Turn 10''': 2 Single Target Attacks with chance of {{KF3 Stun|25px}} Stun (2 turns) |
− | | | + | |AoE, chance of {{KF3 Gloom|25px}} Gloom (2 turns). |
− | | | + | |As with Saturday, the {{KF3 Lost Flag|25px}} Lost Flag will provide difficulty in doing Choruses and performing Miracles, but not as much since this Boss has a different Miracle. However the main concern is the Gloom, which can be mitigated on Turn 9 by only using buffers as it is a Front Row AoE attack, or bring [[Seiryu/KF3|Seiryu]], as her Miracle Trait grants teamwide (except self) {{KF3 Gloom|25px}} Gloom immunity. |
+ | The only teamwide {{KF3 Lost Flag|25px}} Lost Flag immunity is given by [[Steller Sea Lion/KF3|Steller Sea Lion]]'s Unique Trait.<br> | ||
+ | [[Higumamon/KF3|Higumamon]]'s Unique Trait provides teamwide {{KF3 Stun|25px}} immunity. [[Fossa/KF3|Fossa]]'s Standby grants all allies 5 turns of {{KF3 Stun|25px}} Stun immunity one time. | ||
|} | |} | ||
{{KF3Nav}} | {{KF3Nav}} |
Latest revision as of 18:10, 15 August 2023
Shiserval Dojo | ||||||||
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Quest Data | ||||||||
|
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.
Force Quit Trick: 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 2023)
Current Terrain: Default, Night
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 or hitting the maximum number of targets.
Boss, Day of Week, Type | Moveset | Miracle | Notes |
---|---|---|---|
Turn 1: 2 Single Target Attacks with chance of Paralysis (2 turns) Turn 2: 1 Front Row AoE with chance of Discord (2 turns), 1 Single Target Attack |
AoE, only deals damage. | Raijū with Miracle Trait provides teamwide Paralysis immunity. Tasmanian Tiger's Unique Trait and Makami's Miracle Trait provide teamwide Discord immunity. | |
Turn 1: 2 Single Target Attacks with chance to Stun (2 turns) Turn 2: 1 AoE with chance for Overheat (2 turns), 1 AoE |
Single Target, only deals damage. | All three status effects here can pose obstacles to a high score. The worst is the Overheat, then the Stun, and last the Joy. For Overheat, the only option is Rhinoceros Hornbill with Miracle Trait providing teamwide Overheat immunity. | |
Turn 1: 2 Single Target Attacks with chance of Pain (2 turns) Turn 2: 1 AoE, 1 Single Target Attack |
AoE, chance of Pain (3 turns). | Black Leopard's Unique Trait provides teamwide Pain immunity. Bornean Orangutan's Unique Trait provides teamwide Lost Flag immunity. | |
Turn 1: 2 Single Target Attacks with chance of Amnesia (2 turns) Turn 2: 2 Projectiles, Boss gains Reflect (15%, 2 turns) |
AoE, only deals damage. | The main issues in this Dojo are the non-stack-based Reflect and the Amnesia. Domestic Dog and Unico with Miracle Trait provide teamwide Amnesia immunity. | |
Turn 1: 1 AoE, 1 Single Target Attack Turn 2: 2 Single Target Attacks with chance of Exhaustion (2 turns) |
AoE, only deals damage. | There are currently no Friends providing teamwide Exhaustion immunity. Instead, give Friends Demonstration! or Japari Bun Steamer, as the upgraded photos give medium resistance. There are currently no Friends providing teamwide Freeze immunity. Instead, give Friends Cooking Class as it gives medium resistance when upgraded. | |
Turn 1: 2 Single Target Attacks with chance of Sleep (2 turns) Turn 2: 1 Front Row AoE that inflicts MP Drain (15, 2 turns), 1 AoE |
AoE, chance of Lost Flag (2 turns) | The Lost Flag will impede performing Choruses and charging Miracles in this Dojo. The MP Drain will also pose a problem. The only teamwide Lost Flag immunity is given by Steller Sea Lion's Unique Trait. | |
Turn 1: 2 Single Target Attacks with chance of Stun (2 turns) Turn 2: 1 AoE with chance of Lost Flag (2 turns), 3 Projectiles |
AoE, chance of Gloom (2 turns). | As with Saturday, the Lost Flag will provide difficulty in doing Choruses and performing Miracles, but not as much since this Boss has a different Miracle. However the main concern is the Gloom, which can be mitigated on Turn 9 by only using buffers as it is a Front Row AoE attack, or bring Seiryu, as her Miracle Trait grants teamwide (except self) Gloom immunity.
The only teamwide Lost Flag immunity is given by Steller Sea Lion's Unique Trait. |