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When you start playing The Alchemist Code, you'll be encountering easier quests and don't need to worry too much about team synergy. You also won't have a large collection of units to build focused teams. As a new player you'll want to prioritize your best units regardless of team dynamics.

Once you've built up a good collection of units in late game, team building becomes very important. By building a team with good synergy, well matched to the content you're doing, you can make your team perform much better. You'll want to have the ability to field teams of each element and tweak your teams for specialized needs.

Advantages you'll want to consider in Team Building[ | ]

Leader Skill[ | ]

Your first member of the team is the leader. Generally speaking some of the best leader skills are those focused on increasing the team's damage. Select your units wisely to take advantage of the leader skill you choose, it will significantly improve their stats if you build your team appropriately. Check out the Leader Skills page if you need some directed advice.

The 3 types of unit leader skills:

  • Element Focused: Only buffs units of a single element.
  • Region Focused: Only buffs units from a single region (typically have lower stat improvements than element focused).
  • Full Team Focused: All units in your team benefit, though generally for a certain type of attack such as slash or missile. (typically have lower stat improvements than element focused).

Note: Some enlightenment leader skills can be a mixture of element and full team focused.

Memento Leader Skill[ | ]

If you have access to max limit break mementos which provide leader skills, you can also use a memento leader skill in place of the unit leader skill. This gives more flexibility as to how to construct your teams, but this requires that all units in the party wear a memento in the same group as the memento leader skill (note the memento the unit is wearing does not have to belong to them). For more information, see Memento Leader Skills.

Memento Groups[ | ]

Choosing mementos is a bit more complex. You'll want to be mindful of not only who triggers a group buff, but the units that actually receive it. Choosing the right mementos can benefit others in your group and, if done right, each units memento can benefit multiple team members.

Most memento group buffs are based around region, but some are more specific. For example, Desert Zone units have a lot of strong mementos that benefit each other, and there are several strong wind units in Desert Zone, so with the right mementos and a good wind leader, you can build a strong Desert Wind team.

How to build a balanced team[ | ]

  • First, Look at the quest and quest missions

If you are aiming to deal with hard content like EX+/EX Hell, you might want to run through it a few times to decide which units best suit the challenges provided so you can clear them with a bit more ease. You can also check the quest details on Alchemist Code Database to see what enemies you'll need to deal with before you go in.
If most of the enemies are the same element, you should bring a mono element team that is strong against that element. If the enemies are weak against some modifier (such as magic damage, slash damage, etc.), you should bring units that deal damage with that modifier. And if the enemies have high defense against some modifier, you shouldn't bring units that deal damage with that modifier.

  • Second, choose which units to include in your team.

Choose a unit with a good leader skill for your whole team to take advantage of.
Bring good DPS units that work well against the mechanics of the map and benefit from your chosen leader skill.
If you have problems with status effects on the map, you should bring a veiler (such as a Professor, Merchant or Spy) to prevent and remove status effects.

If you have problems with stat debuffs (such as PATK or slash damage debuffs) on the map or stat buffs on enemy units (such as defense or resist buffs), you may want to bring someone who can remove them, like an Enchanter.

If enemies on the map are vulnerable to status effects, you may want to bring units that can inflict those. For example, a Chronomancer can inflict stop, a Wild Beast Tamer can inflict rage, a Professor can inflict charm.
You can bring supports that can make your run go smoother and overcome difficulties. For example, a Chronomancer can be used to give your units faster or immediate turns, a Merchant can give your units jewels, a Dancer can do mapwide debuffs to slow or weaken enemies, a Bishop can heal your units.
You can bring supports that can buff your team, such as an Enchanter, Judith Judith, Leafah Leafah.

  • Third, equip gear and mementos suitable for the quest.

This is also important, some Gear gives very good stat increases and/or abilities for you to handle the challenges of your quest. For example Wadatsumi Brush can give your unit very high Missile Resistance and Magic Resistance during the opening turns of battle. Wanderer Hat can give your unit added initial jewels so they can use a certain skill immediately or earlier (this thing is broken). Equipping mementos lets your team members have extra stats (either specific to them, for other members of the team, or both), and some have great vision abilities. For example Burning Desert Vow has a very good vision ability buff for whole team to do extra damage.

  • Finally, sort your team.

The starting position can be very important on some maps, units may need to start in specific positions to do their jobs more effectively. You can check Alchemist Code Database or the Discord Bot to get a map of the quest and determine the starting position of each unit, or you can enter the quest to see where each unit will start.

Note: You don't need to follow these steps. Sometimes you may need to make exceptions. For example, you can take units that don't take advantage of your leader skill if you think that unit will be the best option for the map.

Team types commonly used in late game[ | ]

Mono Element Team[ | ]

The most prevalent and commonly used structure. Often preferred because many maps and quest missions are oriented towards a specific element.

Example: If the map is primarily comprised of enemy units from Wind, you'll likely want to bring a Fire team.

These mono element teams can also be effective on maps with mixed element enemies simply due to the synergy provided by a good elemental leader skill.

Regional Team[ | ]

The second most common teams are constructed using units from the same region/origin. These can be as powerful as a mono team, with the right unit selection, leader skill synergy and mementos.

Example: Rebecca Rebecca as Leader with Emma Emma Othima Othima and Alma Alma as your other core members. You can fill in the rest of your team with units like Lupinus Lupinus Minerva Minerva Wilhelm Wilhelm or pretty much any other unit from that region that benefits from the your chosen leader skill.

This example team is very strong for farming enlightenment statues with the right gear and mementos equipped.

Damage Modifier Team[ | ]

The third most common team is centered around a specific damage type. These are used less due to lower damage output, but they are sometimes required by the quest due to enemy resistances.

Example: Roxanne Roxanne as leader with Courage Courage Magnus Magnus and Albea Albea as your other core members. Keep in mind any missile type unit can be your other core and sub members in this case.

These teams are less viable in high end content like EX/EX+/EX-Hell/EX-Nightmare maps, but are perfectly suited for clearing normal quests quickly.

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