Board Thread:Questions and Answers/@comment-141.117.118.228-20150604161612/@comment-26257973-20150607033337

If I may overload you what what was possibly the longest post I ever put out in the forums, I'm just going to go ahead and paste it here and hopefully it'll help ya. :-) Mecha Gods - The Extermination (Team-Building Strategy)DawningSeraphim Here's a good, straight-forward team build for taking down the Mecha Gods and claiming that wondrous, beastly-looking, cost-sucking 7* that you've been swooning over! This is just one strategy. I don't claim it as the ultimate way to dominate this challenge, but it did allow me to pwn all six Mecha Gods without using any gems or needing some super-specific, decked out 6* team, so I hope it helps!

Firstly, to the newcomers wanting to challenge the mecha gods, I would suggest that you wait until you have at least 115 cost to build your team (summoner level ~90 or higher). That's just a suggestion of course, but it may help you gauge how much you need to prepare.

Leader/Helper Skills:

1. A leader skill that nullifies all status ailments is very important must be included.

(Note: it is also possible to use units that nullify all ailments for 3 turns with their BB/SBB. In theory, you could continue to rebuff your team to obtain the same result and open up room for another leader skill to be used, but it's not a sure-fire substitute you can count on for sure)

2. A leader skill that boosts BC drop rate is highly favorable. The cornerstone of this build is making absolutely sure that you're able to use a mitigator (cuts damage your take in half/cuts enemy's attack by half for one turn) EVERY SINGLE ROUND. Easily the best choice, using a friend that has a 7* Feeva is going to be the best route, but a 6* Zelnite can also be used here if you absolutely cannot find a friend with a Feeva lead.

3. If you have extra room, a leader skill that has "huge boost to BB fill rate" is a great help as well.

Essential Units:

1. A strong, fully leveled 5-6* unit with level 8 - 10 BB/SBB that provides defense mitigation (cuts damage by half for 1 turn). Some great choices for this unit are Darvanshel, Narza, Shera, & Oulu. This unit needs to be able to use BB every turn to ensure your team survives.

2. A very helpful addition to this team is a 5-6* unit that adds the mecha god's weak element to your team's attack for 3 turns. Some good choices here would be 6* Shida, Lucca, Fiora, Yujeh, Eve, Madia, ect. The mechas have ironclad defensive stats, so adding their weaknesses to your whole team will be one of the greatest offensive boosts you can provide.

3. A unit whose's BB/SBB boosts team's BB gauge when attacked (Lily Matah, Diana, ect.), increases BC drop rate (Zelnite, Feeva, Diana, Mega, Eru, Aem, ect.), or fills units BB gauge (Shida, Zelnite, Belfura, Fei & Fang, ect.) is extremely helpful. You'll find that as long as you can eek out enough to allow you mitigator keep your defenses up, it'll be hard to lay waste to your team (even if it uses it's AoE attack three times in one round).

Reccomended Units:

1. A unit that increases damage dealt during spark and/or has a high # of hits in their BB/SBB's combo. Great units to use for this are Rosetta, Lario, Alma, Tesla, Elza, Len, Douglas, ect. With extra spark damage & high hit combos, you'll not only do more damage, but also get more BC out of each round.

2. Additional Mitigator Units that can buff your team/debuff the mecha further, such as Fadahl, Ultor, Meiko, ect. Try and get units that provide an attack, while also buffing/debuffing as well.

3. Units with an endless SBB loop such as Rowgen, Arus, Lillith, Sergio, & Nehmia. These units general provide a high damage, single-unit attack that also maxes out their BB gauge to use turn after turn. These units are a great way to put down those mechas without wasting too much time.

4. If you have space for a healer that can keep his own like Elimo or Rigness, it's a good idea to have them on board. Many times these battles take some time, and the main reason gems have to get thrown away to finish them is because you run out of healing items to keep your team alive.

5. Units that ignore enemy defenses/add defense ignoring effects can also be helpful, but are secondary to units that heal if you have an open space.

Final Notes: Make sure that any unit you use for these battles has a BB/SBB at level 8 or higher  to decrease the cost of filling the gauges & boost the attack/efficiency of your team. You should also try and equip spheres that mainly boost stats or increase BC drop rate when attacking.

Items to Bring:

Try and suit up with Mega/High Cures, Holy Lights, Holy Flutes, & Revive Lights to cover your team if any of the units dip a little low on health.

This is the first time I've tried to contribute to the forums, so I really hope this can be of some help. Just remember not to evolve that new 7* unit until AFTER you have appropriated enough cost points to fit them into your team... I screwed the pooch on that one, haha.

Happy slaying! :-D