Joint Firepower Exercise

Replay Contents TimeAttack EpisodeSelect.png

OverviewEdit

Joint Firepower Exercise (JE) is a game mode otherwise known as a time attack dungeon. The goal is to clear stages in the shortest time period possible to earn the highest score.

Joint Firepower Exercise works fairly similar to the Raid game mode. 3 tickets are given daily and once one run is completed, the remaining tickets can be used to sweep. There are 4 different stages to select from with the latter increasing in difficulty. Students can be borrowed from circles with the same conditions as those in raids. However, it is important to note that failing to complete a stage will not prevent the students used from participating again.

To begin, enter the current exercise being held. The exercise is started by pressing the yellow button on the bottom right of the screen. The blue button to the left can be used to start a mock exercise. Once started, 3 stages need to be cleared with 3 separate teams. Each team will earn a score based on the time used to complete the stage and the stage's difficulty. After 3 stages are cleared, each team's score will be aggregated into a final score and provide rewards based on the tiers below. Joint Firepower Exercise coins can be spent in the Shop.

  • Score 0 5,500 35,100 64,700 94,300 123,900 153,500 183,100 212,700 242,300 271,900
    Coins  40 10 10 10 10 10 10 10 10 10 10
  • ScheduleEdit

    This is a list of recent event holding times. To edit the list, see Events/Joint Firepower Exercise

    Name Start date End date Special Rules
    Shooting Exercise 03/09/2022 11:00 03/15/2022 23:59        
    Defense Exercise 03/23/2022 11:00 03/30/2022 03:59        
    Assault Exercise 05/11/2022 11:00 05/18/2022 03:59        
    Shooting Exercise 06/08/2022 11:00 06/15/2022 03:59        
    Defense Exercise 07/06/2022 11:00 07/13/2022 03:59        
    Assault Exercise 08/03/2022 11:00 08/09/2022 03:59        
    Shooting Exercise 09/21/2022 11:00 09/28/2022 03:59        

    ExercisesEdit

    Shooting ExerciseEdit

    During this exercise, there will be 3 boss enemies that are defeated one by one along the stage.
    Phase HP Time Special Rules Notes
    1 161,834 3:00    
    2 335,585 3:30    
    3 697,567 2:30       The fewer students are deployed in a team, the higher their Attack and Cost Recovery is increased.
    4 1,088,650 2:30         The fewer students are deployed in a team, the higher their Attack and Cost Recovery is increased.

    Enemies regenerate health at regular intervals.

    Defense ExerciseEdit

    In this exercise, swarms of enemies will rush your units similar to the Ruins stage in Commissions. There are multiple swarms in a stage and once enough enemies are defeated in the current swarm, the next one will spawn.
    Phase HP Time Special Rules Notes
    1

      5,124

      5,199

      9,393

    3:00    
    2

      11,070

      11,136

      20,296

    3:00    
    3

      23,459

      23,504

      43,010

    3:00       Weapon type MT / AR attack power reduced.
    4

      146,055

      146,083

      184,437

    3:00         Weapon type MT / AR attack power reduced.

    Enemies' HP is increased by 100,000 but in turn, takes 120,000 damage each time they are affected by a crowd control.

    Phase HP Time Special Rules Notes
    1

      5,124

      5,199

      9,393

    3:00    
    2

      11,070

      11,136

      20,296

    3:00    
    3

      23,459

      23,504

      43,010

    3:00       Decreased ally defense.
    4

      46,055

      46,083

      84,437

    3:00         Decreased ally defense.

    Enemies explode upon death, dealing damage to allies in a circular range.

    Assault ExerciseEdit

    During this exercise, there will be 3 waves of enemies along the stage. Similar to the relics in Hieronymus, there will be a totem in each wave that when progressively healed, will give stacks of increased damage taken debuff to all enemies (Max stack of 10).

    Phase HP (Totem) Time Special Rules Notes
    1

    Wave 1: ~5400

    Wave 2: ~8100

    Wave 3: ~13500

    3:00    
    2

    Wave 1: ~10560

    Wave 2: ~16430

    Wave 3: ~25420

    3:00    
    3

    Wave 1: ~21310

    Wave 2: ~33780

    Wave 3: ~50265

    3:00       The scarecrow's HP decreases over time (2% of its max HP every second).
    4

    Wave 1: ~32930

    Wave 2: ~52530

    Wave 3: ~77110

    2:30         The scarecrow's HP decreases over time (2% of its max HP every second).

    If the team has at least one of all roles (supporters, attackers, tanks, healers, and T.S) present, the Cost Recovery speed of allies is increased.

    Special RulesEdit

    Each Exercise season will have a set environment and enemy armor types, along with up to 2 additional Special Rules, depending on the stage players choose.

    General effects
        Environment type
        Enemy armor type
    Ally effects
      Allies using specified weapon type will have their Attack reduced
      Decreased ally Attack Speed
      Decreased ally Defense
      Reduced cost recovery of all allies whenever EX skill is used
      Increased ally Critical Rate
      Scarecrow's HP constant decrease

    The scarecrow's HP decreases over time

      All roles deployed

    If the team has at least one of all roles (supporters, attackers, tanks, healers, and T.S) present, the Cost Recovery speed of allies is increased

    Enemy effects
      Increased enemy Accuracy
      Increased enemy Evasion
      Enemies explode upon death, dealing damage to allies in a circular area
      Additional damage when affected by Crowd Control

    Enemies take damage each time they are affected by a crowd control