Shiserval Dojo
Shiserval Dojo | |||
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シーサーバル道場 | |||
Quest Data | |||
English Name | ?
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Quest Type | Dojo
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Friends | Shiserval Lefty Shiserval Right | ||
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. It's also possible to start a dojo on Sunday and finish it on Monday to make that week register an additional attempt, making it possible to gain 20 kirakira every two weeks, by making a week have 6 attempts and another 8.
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.
All Friends with only healing or defense buff Kemono Miracle are completely useless for this mode, so don't use 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: This is very useful trick to alter RNG on battle by forcing close the game. 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, Friends chance using their standby skill, or even change which Friend the boss targets. It can also be used to try and force a Friend to attack even if they are Paralyzed, use to identify the hidden flags when your Friends affected by Lost Flag status, or makes the boss skip their actions when the boss Paralyzed on the turn where the boss has actions where they use/inflict nasty status such as Joy, MP Leak, Gloom, Amnesia, Paralysis, Discord and Reflect, as long the boss not completely Paralyzed for the entire turn.
Current Season Bosses (June-July 2024)
Current Terrain: Normal, Day
Countermeasures
Notes: Poison, Bravado, and Pain countermeasures are not listed because these status don't pose much threat to your team and dojo gameplay at all.
Friends with Stun resistance/immunity
Photos granting Stun resistance/immunity
Friends with Sleep resistance/immunity
Photos granting Sleep resistance/immunity
Friends with Freeze resistance/immunity
Photos granting Freeze resistance/immunity
Friends with Exhaust resistance/immunity
Photos granting Exhaust resistance/immunity
Photo(s) | Base immunity/resistance | Upgraded immunity/resistance, if any |
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None | Immunity for user | |
Medium resistance for user | High resistance for user | |
Low resistance for user | Medium resistance for user |
Friends with Amnesia resistance/immunity
Photos granting Amnesia resistance/immunity
Photo(s) | Base immunity/resistance | Upgraded immunity/resistance, if any |
---|---|---|
40% resistance for user | Immunity for user | |
Medium resistance for user | ||
Low resistance for user | Medium resistance for user |
Friends with Discord resistance/immunity
Photos granting Discord resistance/immunity
Photo(s) | Base immunity/resistance | Upgraded immunity/resistance, if any |
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40% resistance for user | ||
Low resistance for user | Medium resistance for user |
Friends with Paralysis resistance/immunity
Photos granting Paralysis resistance/immunity
Photo(s) | Base immunity/resistance | Upgraded immunity/resistance, if any |
---|---|---|
40% resistance for user | ||
Medium resistance for user | ||
Low resistance for user | Medium resistance for user |
Friends with Overheat resistance/immunity
Photos granting Overheat resistance/immunity
Photo(s) | Base immunity/resistance | Upgraded immunity/resistance, if any |
---|---|---|
40% resistance for user | ||
Medium resistance for user | High resistance for user | |
Low resistance for user | Medium resistance for user |
Friends with Gloom resistance/immunity
Photos granting Gloom resistance/immunity
Photo(s) | Base immunity/resistance | Upgraded immunity/resistance, if any |
---|---|---|
20% resistance for user | 40% resistance for user | |
Low resistance for user | Medium resistance for user |
Friends with Lost Flag resistance/immunity
Photos granting Lost Flag resistance/immunity
Photo(s) | Base immunity/resistance | Upgraded immunity/resistance, if any |
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35% resistance for user | 80% resistance for user | |
Low resistance for user | Medium resistance for user |
MP Leak removal
Friend(s) | Notes |
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Standby Skill (3 charges) | |
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Standby Skill (2 charges) |
Standby Skill (1 charge) | |
Kemono Miracle |
Joy removal
Friend(s) | Method |
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Beat | |
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Standby Skill |
Kemono Miracle |
Reflect removal and Piercer
Friend(s) | Type |
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Removal | |
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Piercer |