Hi Guys, Welcome to Heaven Burns Red Beginner Guide & Walkthrough, Well all the tips shared in this post are very helpful and it will also tell new players what they should avoid making mistakes and other important FAQ tips shared by Tojo
Heaven Burns Red Beginner Guide & Walkthrough
Common Newbie Mistakes
Do not Waste SS Shards
Do not waste SS shards or weekly bar to limit break your main dmg dealer right away. Priority should always go to your main buffer and healer. They will be the ones sitting in the front most of the time and will need the stats to take hits and also the +1 SP to set up your main dmg dealer.
Your main dmg dealer will be sitting in the rearguard often and rarely get hit by the boss or use their SP.
Do not reversion right when you hit level 90
Reversion will be available for any character over 90. In EN launch, reversion will consume all XP between 1 and 90. If your character is level 90, it will revert back to level 1.
So make sure your character is at its max level before reversion to ensure they are still going to be above level 100 after reversion.
Limit Breaking past 1 using SS shards
It is highly important to reach Limit Break 1 for your SS memorias. As I mentioned in the FAQ the difference between limit break 0 and limit break 1 is enormous due to the +1SP passive. Limit break 2 usually does not have a passive, but limit break 3 will.
The passive for most dmg dealing memoria at limit break 3 is a minor bonus, of 25%. Though 25% more damage may sound like a lot. It is additive within the calculation of skill enhancement. If you stack skill enhancements, you will generally be hitting 200% or more. 25% will be added to the 200% for a total of 225% additional skill dmg (or about 13% more dmg).
Do not spread out your reversions.
Reversions provide stats, but the stats are very negligible. It is important to hit the milestones to gain skill slots (reversion 1/5/10/20). Thus, you should only revert characters to hit these milestones.
Do not use quartz to refresh life stones.
There is no reason to refresh life stones using quarts, PERIOD. The dev team will provide a lot of life stones, to the point that they are rotting in your mailbox. There isn’t a lot of reason to farm using life stone. Trust me.
Do not feel like you need to run a balanced team.
There is no need to feel the need to run 1 of each class (attacker/breaker/etc). Instead, bring characters that will fulfill the roles you need. You will want someone to fulfill each of these roles: deal damage, buff (skill enhancement and crit), debuff (defense), and heal.
Keep your eye on your mailbox
There will be a lot of items sent to your mailbox to the point that they will rot there. Most everything will stay in the mailbox for a maximum of 30 days. However, you will not feel inclined to use any of the resources (3 months into the game) until they are about to expire.
Skills
How do I get more skill slots?
To gain more skill slots, a character will need to be reverted. To revert a character it will require 3 different bells (in JP they have combined the bell and require 3 rainbow bells) and level 90. Each reversion will decrease a character’s experience (the amount of experience from level 1-90).
So make sure you don’t accidentally revert a character right when they hit level 90. A character will have an increase in skill slots at reversion 1/5/10/20. Currently, in JP there are a few other methods to gain skill slots (Daphne and mastery 10).
You can gain bells from events, score attacks, and from other content. It is highly recommended to only use them when you need the character to have an extra skill slot. Gaining a skill slot through reversion will provide the extra skill slot to the character no matter which memoria you are using for that character.
How much do skill levels matter?
Skill levels don’t matter very much until end game from my experience. However, if all skills are at low levels, it will greatly impact your total dmg. Each skill level will only increase 1 aspect of the skill. If a skill does multiple things, a skill level will only affect 1 aspect.
If the skill provides dmg or healing they will be prioritized. Skill levels are most important for non-damaging and non-healing skills that buff and debuff as the buff/debuff will be affected. Each increase in level will increase your buff/debuff/heal/dmg by 2%. At level 10 you will have a 20% increase in effectiveness.
My skill levels are at 3/10, how do I raise them further?
There are 3 methods to raise your skill levels once you finish leveling them up on the memoria board:
Using the memoria with the skill equipped
Using the “Skill Guide” item
Bringing a memoria with the skill equipped will grant a chance to level up the skill after every victory (less than 1% chance). The weaker the enemy, the lower the chance. Skills will not level up in the Arena (afk farm), but can level up in story mode dungeons without using life stones.
“Skill Guides” are items that will increase your skill level by 1. You can get at least 5 per month. You earn them from reaching mile stones in Score attack and clearing weekly hard mode battles.
How important are Limit Breaks?
Limit breaks of a memoria will increase the maximum character level as stated above. Each limit break will increase your 6 main stats (not HP or DP) by 10% of your base stats for the memoria. The stats are important for Limit Break 1, but have diminishing returns after that. Passives are learned at certain limit breaks (uniquely to the memoria).
Most SS memoria have a passive at limit break 1 and 3 (in the future 0). The most important part of limit breaking SS memoria is the limit-break 1 passive. Most SS memoria (not free Ruka or Aoi SS4) provide +1 SP/turn if in the vanguard. This +1 SP/turn is incredibly important as SP is used to perform skills.
This will be most important for your healers and buffers as they require the most amount of SP. About 95% or more of the memorias will not require limit break 3 to perform their job. It is mostly a luxury that provides very little boost to the memoria.
Overall, it is recommended to increase a memoria’s the limit break to 1, but not important to push for limit break 3 unless you are a high spender.
Memorias and Styles
Memorias are what you pull from the gacha. Think of them like costumes of a character with skills attached to it. Each SS memoria comes with 2 skills: an EX skill (Exclusive skill/Ult) and a common skill (shared among all memoria of that character). You cannot have two of the same character on the same squad, using only 1 memoria at a time. In JP, memoria are called styles.
S memoria
There are a few S memoria that are viable. There is even 1 S memoria in JP that is still used often by free-to-play and whales alike. At launch, Yunyun (Yingxia), Shiki, Aina, and any healer are more than viable for your team by fulfilling different roles.
Yunyun and Shiki have unique passives at limit break 3 (even SS memoria do not have) of increasing the rearguard’s SP by +1 per turn as long as Yunyun or Shiki are in Vanguard. This is extremely useful when you lack limit break 1 on your SS memorias for the +1 SP/turn while in Vanguard passive. To this day Yunyun S is still used due to this passive.
Aina S is one of the most powerful debuffers at launch and continues to be one of the most powerful S debuffers in JP. If you lack SS memorias that can fulfill her job, you most likely want to have her in your squad.
At the beginning, it is viable to use any S healer, but it is recommended to use Tama S if you have her. Later during the Angel Beats Collab an extremely powerful defender, Irie will be the welfare memoria. During the early JP days, she was often used as a healer, even over SS healers.
Elements
Elements are extremely important in Heaven Burns Red. After the release of Irene SS1, WFS decided she was too strong and released null (no elemental) resistant enemies. Elements will be extremely important so that your attacks are not resisted.
Elemental supports in Heaven Burns Red are extremely important for elemental teams, but there is one huge drawback. An elemental support will only support the 1 element they are designed to assist. If you have a light Element supporter but do not own a Light Element dmg dealer, the Light Elemental support is as good as not having the memoria on your account.
Due to this, it is HIGHLY recommended you build up your general support list first to ensure you can use any elemental team with any dmg dealer and slowly build up your box to support any element. In the future of Heaven Burns Red, there are supports that apply their element as weakness on the enemy so you can invest highly into those elements to clear all content.
Further in the future, it becomes more cost-efficient to go with the “Irene” meta where certain null element styles have built in 400% multipliers and automatically hit weakness and critical strikes. Until the release of such dmg memorias, elemental weakness is highly important to hit.
Which element should I focus on?
Personally, I would not work on any element if you’re starting out. If you focus on building your core general supports, you will clear more content than anyone who focuses on a certain element. This is because general supports can be used in any team as they provide support to any team member and not just 1 element. As you gain the elemental supports, you can slowly phase off some of the general supports. Still, most elemental team use 2-3 general supports as an optimized elemental team.
The first element to have the weakness apply debuff is Thunder. So it wouldn’t be wrong to try to invest into Thunder. Thunder in current JP is still one of the strongest elements to date as you can play both fast or tank and spank slow.
Creadit: Tojo
Thanks for reading