[TFT] [Article Summary] Challenger’s Direct Instruction! A Complete Guide to Crew Composition (written by Tadakani)

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Writer: Shikani (@tashikaniw) / X
Title: “Kuru-kuru~!
URL:kuru-kuru~|tashikaniw

summary

This article is an abridged version of a guide to crew composition written by JP’s current Challenger, Mr. Shidakani.

It covers the progression route from the beginning to the end of the game, item priorities, recommended augments, anomaly selection criteria, and even how to get around in the actual game.

This is a must-see for players who want to challenge crew composition and aim for the top ranks!

Mr. Shikani used 23/149 crews to reach the Challenger

Contents

Conditions for going to the configuration

  • At least 2 Malfite + 1 Sivia
  • No competition (especially if the “Worth the Wait Crew” or “Let’s Make Friends Malfight” are at the table, the lower ranks are confirmed).
  • At least one armor material (preferably 2-1 to make one armor)

Conditions that would be nice to have

  • Encounter is scuttle paddle, crab rave.
  • Gambler’s sword or mogul mail has been secured.
  • Treasure hunt, space camp, Pandora’s bench, plenty of rerolls, and other reroll orgs.
  • There’s Naar with Golden Edge and Flickerblade on it.

Augments I want in 2-1

Random type is evaluated when the item you want, etc. is found, and lucky glove is required to have one glove.

I’m overwhelmingly happy.

  • Essence of Shimmer Scale
  • Golden Glow
  • Worth the Wait

Powerful but flawed

  • Pandora’s bench (powerful for 1 cos roll and TF target. However, the restriction of not being able to use the right 3 slots of the bench is heavy)

Adopted depending on the situation

  • Future forge (often doesn’t mesh with power spikes, but effective in some cases)

item

The basic idea is to create Malphite armor as a top priority.

defensive armament

  • Table with many ADs → Bramble Best
  • Table with many APs → Dragon Crow
  • Gloves should be reserved for firepower and thieves, but if necessary, “Unwavering Heart” can be created as a compromise.

fire-equipment

  • Basically, AD/AS systems are prioritized for creation.
  • If Shivya Naar does not gather and Gianna or Jiggs grows up, AP priority.
  • Highly rated for combustion equipment because of its long-term configuration.
  • Thieves’ gloves are also useful because of the configuration of making multiple ☆3

Artifact example

Sivia: Fishbone
Jigs: static shiv
Malphite: Pendant of Mind-Body Control

making more powerful

  • Malfight: backbreaker (70%), transformation (20%), resistance (10%), spiky shell (early stage only)
  • Sivia: Skypiercer, Hero’s Tale, Accuracy Unmatched, Stormbender, Breath of the Sun.
    (Skypiercer is the most wanted since the damage is a mixed AD and AP composition)
  • Ner: Golden Edge, Shadow Division, Double Strike, Spirit Sword, Hero’s Tale, Kahuna Kahuna.
    (Basically a golden edge type, but sometimes a firepower type is attached if it can be *3 in an instant)
  • Jigs: skypiercer, stormbender, shadow alteration, hiken, heightened rage, double strike
  • TF: Rising Fury, Skypiercer, Spirit Sword, Shadow Division, Stormbender

progress

At this point, other protections are stronger because it doesn’t have to be Janna.

Stage 2

  • The creation of items in the early stages of the project is centered on Malfite. Equipment is also loaded with the highest priority.
    (Always load materials for armor, and in some cases, compromise with rods and bows.)
  • Power-up branching:
    • Gyan Sword → Shadow Shift Naa
      (The power-up selection of Naa is adjusted by “selling and buying” and no power-up removal device is used.)
    • Flicker → Golden Edgener
    • Neither → Marfight
  • Re-rolls/experience is basically not used. If you are on a winning streak and Malfight is reaching, you can turn it in exceptionally.

Stage 3

  • 3-1: Turn to 32g on level 4.
       Consider going all-in if there are 2 Malphites left.
  • 3-5: Malphite & Sivia ☆3 targets.
       Slow roll if less than 5.
  • 3-6: The second power-up is basic Sivia.
       If Sivia’s 3 Stars is far away and Naa or Jannah are at 3 Stars, turn to Naa Jannah.
    • Naar aims for 3 Stars if there is room on the bench, and sells them when the slots are filled.
    • If the 6th one and after, if Sivia is in bad shape or leaning toward AP, aim for 3 Stars, if it’s leaning toward AD and Sivia is doing well, leave only 2 Stars and sell.

Stage 4

  • Malphite & Sivia ☆3 completion is required on 4-1.
  • Then slow roll for Shen*3. If you are under 35 strength, you are all in.
  • Priority: 3 Malphite ☆ 3 > 3 crew ☆ 3 > TF secured > Jigs ☆ 3.

Stage 5 onwards

  • The basic form is “4 crew members 3 Stars + 1 TF Star” is enough to fight.
  • If TF cannot pull it off, it will suffer.
  • TF ideal equipment: guinsaw + void + red buff (can have anything IE/JG/Kraken/Ark etc).

Replacement and reinforcement units

  • TF (required carry)
  • Braum.
  • Zaira, Valls, Gwen, Yone (can be hired depending on the situation)

impression

I found this “Crew Composition Guide” by Tadakani to be highly reproducible for the reader, presenting very specific information on progression from the beginning to the end of the program and item and power-up choices!

In a real game, there will inevitably be piece draws and item biases, but by presenting flexible decision criteria accordingly, players should be able to easily grasp the “if things don’t go as ideal” moves.

In general, I think this guide is a great support for players who want to try crew composition but lack confidence in their ability to play consistently!

管理人 山こやま
Manager, Yama-Koyama

I pledge to take care of Malfight from now on.

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