Hi. Potentials!!! Under the Hero Menu, the fourth tab is the Potential Tab. What are potentials? These are changeable points which are added to your hero's base stats. It is composed of 5 tiers. The first tier is unlocked upon receiving the hero. The succeeding tiers are unlocked by spending the required amount of mana once your hero reaches the corresponding level. Where to get mana? Daily mana flask. Normal and Nephthys Dungeons. Red Coocoo Boxes. Daily Rewards. Achievements. Tower of Dawn prizes... In other words, everywhere. But be warned how easily they can be depleted so DO NOT waste them. Mastery of potentials There are three star masteries for each of the five tiers, composed of 10 levels each. First star mastery (basic light brown) uses 10 mana per level to a total of 100 mana to progress to two star mastery. 10 mana is needed for each re-roll of potential. Two star mastery (silver) uses 30 mana per level to a total of 300 mana to progress to three star mastery. 40 mana is needed for each re-roll of potential. Three star master (gold) is the current maximum. 80 mana is needed for each re-roll of potential. Advice: DO NOT unlock star masteries and tiers for heroes you do not intend to use yet. Rarity Similar to equipment, potentials are also color coded by rarity. Normal (light brown) < Green(Rare) < Blue (Epic) < Orange (Unique) < Pink (Legendary) Rarity simply means a larger value in its own particular stat, but not necessarily a good stat for your particular hero. In other terms, rarer potentials will reflect a higher combat rating, but does not mean you have synergistic and effective stats. Synergism (how to choose potentials) Side note: For simplicity, when I say "high" stats, it may mean above average to very high compared to the rest. And "low" stats may mean below average to pathetic stats compared to the rest. One particular matter which you must put your attention to is the synergism of your equipment, equipment options, and potentials. You can choose from two synergistic ideas: 1) A balanced hero with equal strengths and weaknesses 2) A powerful hero with focused strength stats but has some weaknesses Example: Carrot - an attack type ranged hero received after gathering her genes at Tezen. She has high base attack , high crit rate, high dodge, low defense, and low hit. To be able to 'fix' Carrot for number 1 synergy, you would have to choose: For equipment: sword if you don't have rings or bows for the crit, armor for defense, rings for hit rate or brooch for defense For potentials: Hit rate, Defense Rationale: You balance Carrot's weakness by covering for the low defense and hit To be able to 'fix' Carrot for number 2 synergy, you would have to choose: For equipment: bow for crits, boots for dodge, rings for crits For potentials: Crit rate, Attack addition, Damage addition, Dodge Rationale: You focus on Carrot's strengths so she can do what she does best but note she can land miss attacks if you don't have enough rings and when her dodge fails, she might die immediately. Common, Uncommon, and Special Potentials: Compared to rarity, this portion identifies how frequent a roll is. This is solely based on what I noticed so it may vary over time and on your luck. Common Rolls: Counter Damage Counter Rate Attack (better for high percentage attack skills) Damage (better for non attack types with low percentage attack skills) Dodge HP Critical Rate Uncommon Rolls: MP Addition Damage Reduction Special Potential Rolls: Specifically for 3rd tier, there is stun immunity. Specifically for 4th tier, there is confusion immunity. Specifically for 5th tier, there is charm immunity. These are quite rare and may take extreme luck to get. I highly suggest you gather at least 12k mana before starting to roll for immunities (99% success for at least one). Example Uses of Special Potentials: 1) Avoid being charmed especially by Serendi in PVP or fairies in PVE 2) Avoid being stunned especially by Mu in PVP or golems in PVE 3) Avoid being confused by Cleo in PVP or bosses in tower of dawn in PVE You could however, not aim for immunities to all you heroes. My suggestion would be to place some immunities on your boss killing heroes (like Jack), your attack or defense-ignoring heroes as they can wipe out your entire party (like Kai and Chenny), your status inflicting heroes who can place your entire party against one another (like Serendi and Cleo), and your status debuffer or support for obvious reasons (like Serendi). Lord Support Mastery Skill Relating to Potentials: 1) Research on Potential which will allegedly land you rarer potentials (2nd line) - suggested if you are already re-rolling for potentials Theory Suggested Potentials for early heroes: **Feel free to add your own suggestions and rationale for potentials for each hero below** *And again, you have to think of synergy with your hero stats and equipment* Personally, I prefer to put MP Addition potentials on all tiers to all my heroes. The rationale is that they can cast the powerful skills for more turns. It can also help you live through the nightmare of MP burning enemies. - Chris: Defense, Damage Reduction - Ian: Dodge, Crit Rate - Alfred: Defense - Sraka: Hit, Attack - Kai: Attack, Defense - Carrot: Defense, Crit Rate - Lance: Defense, Damage Reduction - Deborah: Crit Rate - Mas: lots of MP, Crit Rate - Jenny: Crit Rate, Hit - Dolores: lots of MP, Defense - Sonic Boom: Hit, Crit Rate - Poni: HP, Defense - Jack: Defense, Hit - Serendi: Dodge, Hit - Lily: Defense - Gillan: Dodge, Hit So in summary, the very first thing you have to do is identify what are the strengths and weaknesses of your heroes. Next, choose either one of the synergistic ideas and which will fit your gameplay. Finally, max their tier upgrades and wish for luck on that potential you are aiming for. Note: You can look at the hero spreadsheet available in the forum to look at their stats at max 5S.