This is a guide for the upcoming patch 1.3 UTTU. In this article, I will cover new card additions as well as certain hard stage strategies. Know that as this UTTU is still weeks away in global when I write this, all information is taken from the corresponding CN patch, and may differ from the final release global gets. Due to the same reason, I will not be using names of the cards when referring to them, since they do not have official English names at the time.
About the new cards: Compared to 1.2, this UTTU we see new addition focused on a) extra actions, b) divination theory, and c) stellar power. Sadly, most of these cards don’t really see much use, more on that later. For now, let’s just take a look at the three new Vertin cards.
This card is supposed to be the highlight of this event, as it makes use of the exclusive divination theme of the patch. It does give decent benefits based on your units’ actions. If an Ultimate is used, Ultimate might +50%. If only healing and buff skills are used, Moxie +5. If only attack skills are used, a random enemy gets stunned for one turn. However, it has some unavoidable problems. It demands specific ways you use your units, its effects are somewhat random, and its effects are just not that impressive. But the most important reason this card is almost never used, is because of the existence of the next card.
Without a doubt the strongest card of all this UTTU. We do not know what Bluepoch was thinking when they made this card, but activating [Realm] certainly isn’t as powerful and important as they think or wanted it to be, far from it. By losing the power to use [Realm] cards, you gain a permanent increase of 30% ATK, reality DEF and mental DEF for all your units, and 2 Moxie for the unit with the least Moxie at the end of each turn. This brutal stats increase makes your team stand strong and hit like a truck. It also makes all the cards based on [Realm], aka stellar power, kind of a joke, for they are now just useless.
This card is only for those who use extra actions. After an extra action, gain 1 Moxie, ATK +10% (up to 50%), reality DEF and mental DEF +6% (up to 30%). There’s only 2 units that can make use of this card, Lilya and Ms. NewBabel (Kaalaa Baunaa doesn’t really count since she only has one extra action per Ultimate cycle), and those two are not among the stronger units in this game. As such, this card is mostly only used in meme runs, e.g. Babel solo.
Now for the fame cards. As I’ve already said, the vast majority of these new fame cards are useless. All stellar power cards are completely garbage due to the existence of the Vertin card we’ve just talked about. Most divination theory cards are useful to some degree, but they are just genuinely worse than the existing cards that are simpler to use, and without proc limits that Bluepoch somehow found reasonable to put on the new cards. The extra action cards are very useful, but only if you have Lilya or Babel. There’s certainly many interesting and fun strategies you can develop upon these new cards, and if you have the two extra action units, definitely get all the extra action cards because most of them are very powerful. But for someone who just want to clear all the stages with minimum effort, the best strategy is just to ignore these new cards and do it the old-fashioned way with infinite stacking Leilani card and Regulus card, etc. For this reason, I will not go into details with the new fame cards, and rather leave them for you to explore.
About the stages: I will describe the mechanics of certain enemies that might present a challenge, and potential ways to counter them. If you wish to try to figure it out for yourself first, this is a good place to stop reading.
Stages 9-15: All these stages have Asura Statue (King) in them. It will gain a shield every 3 turns. If the shield isn’t broken at turn start, it will enter taunt, and its ally (the actual boss) will gain 50% damage taken reduction and extra moxie. If the shield is broken, its ally will gain [paralyze] when hit. The statue itself doesn’t have very high hp, so the strategy here is basically to take it out as fast as you can and then deal with the boss. After it’s dead, the rest is easy work with its ally constantly immobilized by [daze].
Stage 16: You will probably remember this Slime Trianglist from past limbo. It loses hp when above 50% hp and heals hp when below 50% hp. The strategy is about the same as then. Prepare a burst turn and kill it when you’re ready. If your damage is lackluster, cards that allow damage buildup will be helpful, those often used in previous UTTU.
Stages 19-20: Kumar is again your opponent here, but she has a new gimmick. When she uses an Ultimate, she will inflict 3 types of debuff, 2 layers each, that cannot be cleansed, on all your units. You have to remove these debuffs by using 2 buff skills, 2 debuff skills, and 2 attack skills (Ultimate does not count) in 3 turns. If you fail, all your units will lose 75% of current hp. Just remember to bring units with these skills, and you should be fine.
Stage 21: Sweetheart inflicts [enchanted] on your units that when stacked to 3, turns into [daze]. Bring cleanse units or use cleanse fame cards to rid of their effects.
Stage 22: Mondlicht’s minions gain leech rate the more debuffs they have. Bring buffers and not debuffers.
Stage 23: Cristallo and mobs deal more damage to units with neg statuses. Bring cleanse units or use cleanse fame cards to rid of their effects.
Stage 24: Anan Lee inflicts [bounty] on the third unit that moves each turn, making them take more damage. The other mobs take more than double damage when they are under control statuses. You can bring a unit with high health and equip them with cards that help with tanking to take the [bounty], and use cards that inflict [daze] if you don’t have any units with control.
Stage 25: Erick gains stats increase and Moxie if he does not take damage in one turn, while his reviving minions gain taunt. Either bring AoE units and hope you hit him, or use units and fame cards with dispel.
Stage 26: The dual Trash Bags are back. When either of them drop below 50% hp, it will kill the other and regain full hp. They deal more damage to units inflicted with [silence]. You should use ST units and focus on damaging one of them. Bringing units or fame cards with cleanse will also be helpful.
Stage 27: Blonney gains Moxie by stealing hp from her infinitely reviving minions. Emptying the hp of one minion will effectively stop her from using Ultimate for 3 turns. Though it may be a better strategy to just kill her directly.
Stage 28: Forget Me Not works the same way as Policewoman in limbo. Kill his minions first and then himself. You can bring moxie control units to prevent him from using Ultimate, and utilize cleanse units and fame cards to clear the annoying [corrosion] effect his Ultimate inflicts.
Stage 29: Pavia gives taunt with his Ultimate, which doesn’t help because you will lose if one of your units dies in this stage. Control and cleanse can help you in this stage, but it’s stats check more than anything. If you struggle with this stage, you know it’s a good place to stop.
Stage 30: Jessica gains shield that makes her invincible whenever her infinitely reviving minions use Ultimate. By emptying the hp of one of the minions, you can break the shield and daze her for a short period of time. Enemies inflict a lot of [poison] and [pollution], utilizing cleanse units and fame cards is definitely important. Other than that, it’s just more stats check.
Extra 1: Buffed up version of Stage 3. The beast Mánagarm will summon a plant Mánagarm every turn till there’s 2 existing. Kill him first and then his spawns. Enemies deal more damage if your units have neg statuses, so bring units or fame cards with cleanse.
Extra 2: Buffed up version of stage 6. Now your units becomes dazed after using an attack skill. Each time this happens, enemies gain 10% damage bonus. It may be best to focus on counter skills and debuff skills that deals damage. Ultimate doesn’t count either, so units with high damaging Ultimate and fast cycles will also be useful. Utilize fame cards that grants Moxie.
Extra 3: Buffed up version of Stage 9. Follow the same principle.
Extra 4: Buffed up version of Stage 12. What’s really annoying here is that the enemies gain 5% max hp shield every time their shield is broken. You will need to hit very hard with burst attacks to deal damage. It’s best that you go for the Asura Statue first due to its mechanics explained earlier.
Extra 5: Buffed up version of stage 15. The Celestial Body decreases your team’s Moxie by 1 every turn end when it’s charging up its Ultimate, stopping you from using your Ultimate to break its shield. Luckily there’s many fame cards that grant Moxie at turn end. Use them to your advantage.
And that’s all for this UTTU. I’ve only given general instructions on these stages, and you should by no means follow them blindly. I implore everyone to read the descriptions of every stage and figure out what’s optimal for your team by yourself. If you feel like finishing all the stages is too difficult for you, just exchange what you need in the shop and leave it as it is. There’s no need to empty the shop nor clear everything to enjoy a fun experience. See you in the next guide.