Shiserval Dojo is a mode in Kemono Friends 3. It is unlocked after completing Main Story Chapter 3-12.
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.
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.
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.
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 (February, March 2023)
Current Terrain: Default, Daytime
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 or hitting the maximum number of targets.
|Boss, Day of Week, Type||Moveset||Miracle||Notes|
|Turn 1: 1 Single Target Attack with chance of Pain (3 Turns), 2 Projectiles
Turn 2: 2 Projectiles, 1 Single Target Attack with chance of Pain (3 Turns)
|AoE, only deals damage.||The Reflect from this boss can pose a serious threat to your Friends as it isn't stack-based. Minimize use of Try!! Flags and avoid Beat!!! Flags if possible to mitigate damage, bring healing/defensive photos, and spread out the reflect damage by not repeating the same Friend attacking multiple times if possible. Donkey can remove Reflect twice with her standby.|
The Gloom can also annoyingly interfere with score if trying to do Miracles before turn 10. Nine-Tailed Fox provides teamwide Gloom immunity.
|Turn 1: 1 Front Row AoE with chance of Poison (3 Turns), 1 Single Target Attack with chance of Bravado (3 Turns)
Turn 2: 1 Single Target Attack with chance of Bravado (3 Turns), 2 Projectiles
|AoE, chance to inflict Poison (3 Turns).||The main threat in this Dojo is difficulty with charging miracles due to MP Drain, albeit not as threatening because it's not guaranteed to inflict the status on hit like past Dojos. Bringing MP charging photos at the start of battle can help. Golden Tiger can remove MP Drain from allies twice with her standby.|
Northern Goshawk (Coolness for All) provides teamwide Bravado immunity. Tufted Puffin provides teamwide Bravado immunity.
|Turn 1: 1 Single Target Attack, 1 AoE with chance to inflict Sleep (3 Turns)
Turn 2: 1 Single Target Attack with chance to Exhaust (3 Turns), 1 Single Target Attack
|AoE, only deals damage.||The Sleep may interfere with being able to charge and perform Miracles in this Dojo. King Cheetah and Tachikoma Type-S provide teamwide Sleep immunity. Crested Ibis (Doubt My Dulcet Voice?) can remove Sleep from allies twice.|
Emperor Penguin with Miracle Trait provides teamwide Exhaustion immunity.
|Turn 1: 1 Front Row Attack with chance to inflict Discord (3 Turns), 1 Single Target Attack
Turn 2: 2 Single Target Attacks with chance to Paralyze (3 Turns)
|AoE, only deals damage.||All three status effects in this Dojo make it very difficult to score well without bringing immunity or resistances. The worst offender is Overheat, which only Indian Rhinoceros gives teamwide immunity for.|
The Paralysis can also prevent Miracles. De Brazza's Monkey and Canada Lynx with Miracle Trait provides teamwide Paralysis immunity.
|Turn 1: 1 Front Row AoE, 1 Single Target Attack with chance of Amnesia (3 Turns)
Turn 2: 1 Front Row AoE, 1 Single Target Attack
|AoE, only deals damage.||Without a way to remove or delay the Joy, the only window to use Miracles during this fight is Turn 8. Australian Devil (One-Eyed Devil†) can remove Joy with her Beat!!! attack. Alternatively, Friends who can Stun such as Chicken can delay the Turn 8 Joy and provide a later window for Miracles.|
The Amnesia can be a minor inconvenience to charging Miracles. Chicken provides teamwide Amnesia immunity.
|Turn 1: 3 Projectiles, 1 AoE with chance for Lost Flag (3 Turns)
Turn 2: 2 Single Target Attacks with chance to Poison (3 Turns)
|AoE, only deals damage.||The main threat in this Dojo is the repeated Lost Flag that can seriously hinder charging Miracles, choruses, and Miracle+. Steller Sea Lion provides teamwide Lost Flag immunity.|
Gannan Yak and Peregrine Falcon provide teamwide Poison immunity. Harp Seal can remove Poison from allies twice with her standby.
|Turn 1: 2 Single Target Attacks with chance to Stun (2 Turns)
Turn 2: 1 AoE with chance of Gloom (3 Turns), 2 Projectiles
|Single Target, only damage.||The primary issue in this Dojo is the repeated Stun being applied, severely limiting charging and performing Miracles. Siberian Chipmunk provides teamwide Stun immunity. Domestic Dog (Mixed-Breed) with Miracle Trait provides teamwide Stun immunity.|
The Gloom can also annoyingly interfere with score because it will last through Turn 10 if the Boss inflicts it on Turn 8. Nine-Tailed Fox provides teamwide Gloom immunity.