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This page serves as an intermediary guide for competent team building and Alteration Sanctum. Since much of Sanctum has been made casual and the difficulty ramps up overtime, it can be used as a teaching tool for making non-specialised competent teams. A competent team is defined as a role-complete team that is capable of independently inflict and mitigate damage as well supporting itself either actively or passively. That means it doesn't rely on conditions such as counterattacking, enemies not attacking, allied on-death triggers, etc to be functional.

In this guide, we will be focusing on faction-specific units as they have obvious synergy with one another that can compensate the newbies' lack of skill and experience in team-making. The faction specific units can be used as stepping stool in understanding how units work together so you can independently make competent teams for other content.

Preface[]

Before you start reading this page, it is best for you to have already understand game's basic mechanics like:

  1. What stat does in Unit Details.
  2. What effects do in Effect List.
  3. Finding unit info and reading them.
  4. How Speed and AP works.
  5. How to actually deal unmitigated damage.
  6. Effect and tiling.

Once you got all of that covered, just read unit abilities, understand what their effects entails, and play the game.

You may notice that in these decks, certain non-vital details like unit stat, bonuses, formation, and equipment may be omitted. These are purposely done so you would actually take the effort understanding the mechanics of the game and adapt units to your own condition at your own volition. Even if you cannot fulfill some of the conditions that the guide demands, you may still use the team anyway as they may be good enough to do whatever floor you are currently doing.

Faction units, despite working incredibly well with one another, usually have some steep dust investment to reach their peak potential. Even so, as discussed earlier, you may still use the team anyway as they may be good enough to do whatever floor you are currently doing. In the guide below, we will assume the units in the teams are at their peak potential; Lv.90 or above, fully linked, and SS if available. The teams themselves as well as their components, have obvious weaknesses that can be compensated with the use of Equipment, guest unit(s), enemy knowledge, or better target prioritisation. For example, the weakness of DR dependent Defender is non-existent against DR ignoring enemies if those enemies are dead, controlled, or unable to activate their DR-ignoring property. Which brings us to the next important portion of the guide: Enemy behaviour.

Knowing enemy abilities will tell you what they can do. Knowing enemy behaviour such as their chosen Active and their targeting routine will tell you what they will do. As knowing these require you to actually play the game and pay attention to it, these are some of the things that separates people who have LO on their device and actual players. For example, Orbital Watchers would have had trouble dealing with Destroyers as Coco is generally a DR tank. However, the squad can get around this by placing Stinger or Hussar at the frontline and waste Destroyers' Particle Cannon by evading them instead. This is because without any marked or provoked effects, Destroyers will prioritise frontline targets to maximise its damage output. Knowing enemy behaviour will open up a lot of potential with how units can be played and teams can be made.

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