Unicorn Overlord: Advanced Arena Progression Strategy

The difficulty of this playthrough is Expert on the first playthrough (a bit lazy to replay the second playthrough). The time chosen is when treasure hunting and Fengmen are available in the Beast Country. The highest level of the team is 28, without any characters from the Teaching Nation, but with advanced equipment and level 30 skills. Since it was actually played from a saved file, all the replicable strategies should work without mistakenly using late-game equipment.

Unicorn Overlord: Advanced Arena Progression Strategy

I used three different teams and adjusted them according to the enemies. The core team consists of a few members, but additional members can be added if needed. It doesn’t have the aesthetic appeal of a low-level team where one tactic can take on the entire field, but there is a significant level difference.

Six-One Nuke: There are many things that cannot be resolved with just one attack, but two attacks can handle them.

Core Mage: Three-One Staff, Soul Magic (obtained from treasure hunting in the Beast Country), 3AP 4PP.

Utility Member A: Familiar Collar + Magic ATK, Lips Wind Ring + fastest opening move, reaching 4PP.

Utility Member B: Cat Ears, 4PP, I chose the Large Shield.

Countered by: Dispel from Owl and Anti-Magic Big Shield.

If facing a team with high evasion, you can add a Witch for guaranteed hits, allowing the second attack to land accurately.

Double Freezing Gryphon: The advantage is that it doesn’t rely on charging and can avoid enemy Owls, but the disadvantage is that it requires speed manipulation.

An upgraded version of the low-level arena freezing gryphon team, with one gryphon attacking the front line and one attacking the back line.

Core Gryphon x2: Stack Speed, Divine Dragon/Flying Dragon’s Reins guarantee hits.

Core Ice Sword: Ice Sword Book + 4PP. I chose the Witch because her regular attacks can also freeze enemies.

Since the core team does not include opening moves, you can bring a utility member with an opening move. Usually, it’s the Prince for speed manipulation (adjusting positions to make the Prince face the enemy Owl to trick Dispel), or the Dark Elf for an opening stun.

Countered by: Immunity to abnormal effects and various kinds of cover.

For some levels with Angel Archers, switch the gryphons’ accessories to ones that provide Dark resistance. Fortunately, those levels don’t require speed manipulation much.

Thieves Guild: Although they can’t defeat anything, they helped achieve high rankings.

Regarding equipment, stack evasion. At this stage, it’s mainly +10 weapons, +70 accessories, stacked to around 150 evasion.

Core: Thieves, Thieves, Orc Thief.

In simple terms, dodge all attacks and then attack freely, tricking the opponent’s Priest into wasting their heals while we win without taking damage.

Countered by: Guaranteed hits and high accuracy.

  1. Miner Reroll

Standard Six-One.

  1. Babbage’s Troop

Standard Six-One.

  1. Divine Tree Guards

Standard Six-One.

  1. Angry Iron Hammer

Although Six-One cannot kill the Shaman at the end, she also cannot deal any damage.

  1. Sky Battle Formation

There’s an Owl on the enemy side, so charging skills are not effective. Double Freezing Gryphon + Prince for speed, this battle requires a full-speed setup to overpower the opponent.

Prince attacks the Owl, which tricks the Dispel.

  1. Seekers of Power

Standard Six-One.

  1. Divine Arrow of the Godrealm

Standard Six-One. The first attack may miss due to darkness, but repeated chanting usually eliminates the enemies.

  1. Roaring of Ten Thousand Horses

Standard Six-One.

  1. Fanatical Quintet

There’s an Owl on the enemy side, so Double Freezing Gryphon + Prince for speed.

  1. Radiant Warrior of Love

There’s a Shield Angel on the enemy side, which Six-One cannot deal with. Double Freezing Gryphon, Prince switches to Sister Elf to use her opening move to seal the opponent’s Bishop’s opening move. Gryphons and Sister Elf must wear accessories that resist Dark to counter Archers.

  1. Jungle Sage

There’s an Owl on the enemy side, so Double Freezing Gryphon + Prince for speed.

  1. Heavy Smasher

Standard Six-One.

  1. Bubble Strike

Although the enemy has high evasion, using Six-One with a Witch for guaranteed hits can break through. Note that each chain and passive can only be used once, but during the first and repeated chants, Familiar Link and Concentration can be used separately.

  1. Dragon Fox Demon Spear

Same as the previous battle, but the Large Shield will be hit by Dragon Roar + Weakness Hunt combo, so you need to gamble on not getting crit or stack HP.

  1. Guardian of the Underworld

Standard Six-One.

  1. Soulsong of the Flying Dragons

Standard Six-One.

  1. Jail Fortress

The enemy has a Shield Angel and various forms of cover, making it difficult for both Six-One and Freezing Gryphons. It’s possible to pass with a specialized freezing dragon team, but let’s endure it with a Thieves’ Evasion Team.

  1. Ardent Apostle

After Six-One, the remaining Priests and White Knights can’t deal much damage.

  1. Blue and Red Rose

Standard Six-One can pass.

  1. Thunder Echoing Through the Sky

Standard Six-One can pass.

  1. Wolves in the Moonlight

Double Freezing Gryphon, but you need a Dark Elf to seal the opponent’s Witch’s opening move. Note that without speed manipulation, Thieves cannot beat opponents with Shadow Bite, so don’t place three members in one row to avoid the Thief’s Shadow Bite.

  1. Unsinkable Battleship of White Wings

Double Freezing Gryphon + Prince for speed, wear a Visible Charm to resist darkness. The enemy’s priest doesn’t take debuffs, but they only heal.

  1. Ultimate Warrior Team

A bunch of simple-minded enemies, standard Six-One is sufficient.

  1. Dark Invitation

After Six-One, leaving a Shaman is too troublesome, especially when combined with Archer’s accuracy. The Freezing Gryphons can pass easily.

  1. Permafrost

The enemy has a super strong team consisting of quick entry and Witch’s repeated chants freezing three times, plus they are mostly immune to freezing.

The enemy has shown us the solution: use an Owl to Dispel the fast entry, then let our team enter quickly and use Six-One to strike.

  1. Meteor Across the Sky

Six-One team can be used, but you need to be aware of the threat of the enemy’s fast destruction + weakened pursuit, which ignores defense. A simple solution is to exploit the enemy AI’s loophole by placing the highest defense Large Shield in the back row to avoid suffering from the weakened pursuit.

  1. Twilight Wanderer

The enemy’s White Knight and Large Shield cooperate defensively, making it difficult for both Six-One and Freezing Gryphons. However, the enemy has a maximum hit rate of only 143, and the back row Black Knight kindly widens the HP difference with Demon Trade, so the Owl only heals without resurrecting, and even a single Thief can pass without doing anything.

  1. Golden Knights

The enemy’s maximum hit rate is only 144 or less.

The difference from the previous battle is that the enemy’s War Hammer will use Unstoppable Fury to stack hit rate, so you need to wait until the third round when they run out of AP before attacking. Additionally, the enemy’s Priest has 4AP 3PP for a total of 7 times healing, so you need to be careful and spread your attacks to deplete their PP.

Specifically, write two lines:

Poison Strike -> “Third round” “Backline enemies”

Poison Strike -> “Own AP is not higher than (full AP – 1)” “Backline enemies”

  1. King Fabrizio

Although there is no Shield Angel on the enemy side, the Bear has a Magic Counter Big Shield, so Six-One still cannot be used. The enemy also has complete resistance against abnormal effects.

In addition, the enemy Dragon has a once-per-battle guaranteed hit passive, but this is the most suitable breakthrough point.

Place the male protagonist in the back row for speed manipulation and speed up until the Thief attacks first to feel out the enemy Dragon, using Counter to trick them out of 1 PP. Then, rely on the Thieves’ evasion to endure until the battle ends.

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