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ShiroPro Beginner Guide

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Nov 28th, 2014
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  1. Beginner guide
  2.  
  3. Rarity is based on background and goes
  4. Pink -> Red -> Silver -> Gold -> Holo -> Radiant Holo
  5.  
  6. Rarity doesn't automatically equal usefulness and strength. Many pinks and reds are more useful than silvers.
  7.  
  8. You use Rice (and a bit of wood and iron) to deploy girls, wood and stone to repair - wood, stone, iron and gold to craft - gold to send expeditions (Unlocked by beating the first few maps and getting the second squad. See the wikia for the quest list)
  9. All these resources regenerate slowly over time.
  10.  
  11. One of the starters is needed for the third squad / team and it is the one that looks like a cowgirl, called Ne.
  12. http://shiropro.wikia.com/wiki/Ne
  13.  
  14. Quests do not need to be activated, they are all always active.
  15.  
  16. Kidnapping can occur when you lose a map or retreat. Kidnapped girls are not lost forever immediately and can be regained by paying a random (resources) or using a cash shop item (Pardon) within 24 hours of losing her. If that deadline is not met, the girl is lost.
  17.  
  18. Each girl has up to 3 terrain types.
  19. Plains (Green), Mountain (Brown) and Water (Blue) and any combinations therefore (Plains/Mountain, Plains/Water, Plains/Mountain/Water, Mountain/Water)
  20. Each Terrain type influences where a girl can be placed and if she gets a range bonus or not. Non-water types cannot be placed on blue tiles at all. Being placed on a tile that is not included in the girls terrain make-up gives a massive range reduction. Being placed on their favorite tile (Pure Plains type = Plains, Mountain and Mountain/Water = Mountain, Pure Water = Water.)
  21.  
  22. Reload, Disconnect and F5 Abuse during a battle
  23. Any of the above will send the game into 'Anti-Abuse' mode which gives all girls, whether they were already deployed or not, a 0% chance to trigger criticals, blocking or their weapon skill. Character abilities do still work.
  24.  
  25. =======================================
  26.  
  27. Note: This entire section isn't 100% confirmed but the best thing we have.
  28. Each girl incurs Fatigue from being deployed based on their terrain type. Fatigue goes from 0 to 100, 100 being top condition and below 20 showing a Foxgirl face in the top right corner of the girl. Girls that have below 20 fatigue will only deal 1 damage with everything they do. The gunner skill still does instant kill when it triggers.
  29. Fatigue Recovery Speed : 6 every 5 mins
  30. Fatigue timer is independent to every castle and resets whenever you end a sortie (EXP screen). Only castles that are placed into battle are affected (Castles that are in the same squad but not placed are not affected).
  31. If your sortie ends before your fatigue recovery timer hits 0:00, the timer will be reset to 5:00 and no fatigue will be recovered (meaning if you do short sorties that lasts shorter than 5 minute in quick succession with the same castles you will not recover any fatigue in between them)
  32. Fatigue consumption per sortie
  33. Sea : 12
  34. Mountain/Water : 16
  35. Mountain : 20
  36. Plain Mountain/Water : 20
  37. Plain Mountain : 24
  38. Plains : 27~28
  39. Being the Home Castle reduces cost by 4. (So a home mountain/water castle would use up 12 fatigue)
  40.  
  41. =======================
  42.  
  43. There are 4 major groups of girls and more subgroups.
  44. Sword based girls are divided into close-range, fast attacking melees that cannot hit flying units and much slower, long range, magic based girls can also hit flying units. Their weapon skill is hitting the same enemy twice.
  45.  
  46. Almost all spear users belong to the melee category, higher HP, defense, range and attack than most sword girls but also a lot less speed and skill stat, they also cannot attack flying units. Their weapon skill is hitting up to 10 enemies within range with full attack power once. This does not bypass their inability to hit flying units. There is one spear girl that can hit flying units and her range is much higher than normal but her attack is also much lower.
  47.  
  48. Archers are the smallest of the four main groups by far and are made even smaller in that almost all archers that can remodel do remodel into other weapon groups. They are a middle-thing between gunner and melee, not too strong or weak, not too slow or fast, capable of hitting flying units and ground units and good range and speed. Their weapon skill is hitting 3 enemies within range with full attack power. If less than three enemies are present, they hit the same enemy up to 3 times at once.
  49.  
  50. Gunners are the second largest group and have two sub groups. Slow and fast gunners. Slow gunners average around 30 speed while fast gunners average 55 to 60 speed. They excel in Anti-Air and have by far the most powerful weapon skill, which is why almost all gunners have less than 40 skill. They can kill any non-boss (Bosses exist in 1-5, 3-10, 4-10 and 5-10) enemy with a single shot when their weapon skill activates. This makes the fast gunners the generally preferred group within them.
  51.  
  52.  
  53. =========================
  54.  
  55. Check this image for what each stat is.
  56. http://i.imgur.com/r2U7SRu.jpg
  57. Levels do not matter significantly in this game except for remodels. Levels add HP and Skill stat (Skill stat handles how often a weapon skill procs).
  58. Attack handles damage versus melee units. Damage is fixed and does not fluctuate as it would in RPGs as there is no standard defined defense stat for castles and no defense at all for enemies.
  59. Anti-Air handles damage versus flying units which start to appear in World 2 and become a real threat in World 3 and World 4.
  60. Defense handles the chances of proccing a 'block' which completely blocks one instance of receiving damage. Each enemy does a fixed amount of damage (The 1-1 enemies do 4 HP damage per hit)
  61. Critical (Or Satisfaction) handles the chance to deal double damage and affects both Attack and Anti-Air.
  62. These four stats can be improved by 'extension' which uses up another castle girl to permanently (Does not persist through remodels) add stats. These stat caps are often very high, making farming lots and lots of duplicate girls, usually from 1-1, a very necessary activity.
  63. Pink and Red rarity girls give +1 to the stats they affect, Silver and Gold give +2 and Holo give +3. Great success can be achieved and is more likely the more girls you use. Great Success adds +3 to all stats that would go up.
  64. Rear Guard handles how well the chosen girl will protect your other girls from being kidnapped. Even the one in the game that has the highest stat does not guarantee a 100% chance.
  65. Speed handles how fast a girl attacks, higher it better. The highest known speed value possible right now is 104 by a melee castle with two +5 speed equips.
  66. Range handles how big a girls range of attack is. Melee have the smallest, Gunners have the highest range.
  67. Support covers how big of a stat boost the girl receives if she (and up to 2 more) is summoned from the Rescue Squad (3rd Tab in Formation Menu)
  68.  
  69. ========================================
  70.  
  71. Many of the easily gotten but very useful girls include these:
  72. http://shiropro.wikia.com/wiki/Kozukata (Needed for third Squad and her remodel is amazing)
  73. http://shiropro.wikia.com/wiki/Yadomeno (Level 20 remodel very useful for the stock equip and also an extremely cost-efficient girl)
  74. http://shiropro.wikia.com/wiki/Baba (Remodel is one of the better gunners)
  75. http://shiropro.wikia.com/wiki/Odaki (Remodel is one of the best spears in the game)
  76. http://shiropro.wikia.com/wiki/Sakado (Extremely cheap girl that can reach high levels of attack)
  77. http://shiropro.wikia.com/wiki/Tsuruga (Her remodel is the most cost-effective and overall useful melee in the game)
  78. http://shiropro.wikia.com/wiki/Minakuchi (Very high luck for searches and with some equip able to solo 1-1 with minimal damage)
  79. http://shiropro.wikia.com/wiki/Nikki (Her remodel has the highest Rear Guard stat in the game, which is used to prevent kidnappings when you lose a map or retreat. She is also a good and cheap melee)
  80. http://shiropro.wikia.com/wiki/Ipponmatsu (Remodels at 60 into one of the most powerful gunners if not the most powerful)
  81. http://shiropro.wikia.com/wiki/Muranaka (Can easily solo 1-1 with some equip. Her remodel is strong but best reserved for later worlds)
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