Board Thread:Moderator News/@comment-31952814-20160525142240/@comment-5551215-20160601194947

OtakuGod wrote: I dont have a squad that has beaten it yet but i feel that having a laberd lead and sheild buff is a must

OE units, plus using UBB at the right time, plus finding a good guide for Grah/Owen makes a huge difference in lv 10. I managed to beat it without Laberd (although I'm sure he is helpful; I was using Krantz instead.) OE Magress with mitigation and another unit with BC on hit could substitute for him as a sub at any rate. Grahden 7* would probably be a good alternative LS. I think Krantz's burst heal was incredibly helpful though, so that would also be a useful buff to have and HoT is necessary for sure. Shield is definitely a bonus; not sure how necessary though. I think I beat it without, but I can't remember. It certainly won't hurt.

As far as LS goes, as long as there's a HP buff attached and enough damage to get over threshholds, it's good. Versus the Elgif, it's possible to do enough damage to never see the damage reflect. This is harder to do in lv 10 because it has so much health and does reflect after turn 2, but in lv 7 it does it after turn 3 and it's much easier to kill in 3 turns.

For lv 7, the Eglif there is basically the same as the one from lv 6 of the regular gate.