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        
    Defense Exercise 10/12/2022 11:00 10/19/2022 03:59        
    Assault Exercise 11/09/2022 11:00 11/16/2022 03:59        
    Shooting Exercise 11/30/2022 11:00 12/07/2022 03:59        
    Defense Exercise 12/28/2022 11:00 01/04/2023 03:59        
    Assault Exercise 02/15/2023 11:00 02/22/2023 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 4:00    
    2 335,585 4:00    
    3 697,567 2:00       Tactical support and AR students' attack is increased. These buffs do not stack with each other.
    4 1,088,650 2:00         Tactical support and AR students' attack is increased. These buffs do not stack with each other.

    Enemies will not take damage from EX skills.

    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

    3:30       When an ally defeats an enemy, they receive a decreased attack debuff that stacks up to 50 times. Healing an ally will remove 5 of these debuffs.
    4

      46,055

      46,083

      84,437

    4:00         When an ally defeats an enemy, they receive a decreased attack debuff that stacks up to 50 times. Healing an ally will remove 5 of these debuffs.

    Weapon type SR / MG attack power reduced.

    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

       
    2

    Wave 1: ~10560

    Wave 2: ~16430

    Wave 3: ~25420

       
    3

    Wave 1: ~21310

    Wave 2: ~33780

    Wave 3: ~50265

          The scarecrow will change states at regular intervals. Reversal state: Healing the scarecrow will deal damage to allies. No healing is actually applied to the scarecrow. Normal state: Scarecrow can be normally healed.
    4

    Wave 1: ~32930

    Wave 2: ~52530

    Wave 3: ~77110

            The scarecrow will change states at regular intervals. Reversal state: Healing the scarecrow will deal damage to allies. No healing is actually applied to the scarecrow. Normal state: Scarecrow can be normally healed.

    Enemies will leave behind a burning area when defeated.

    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 certain weapon types or being of certain roles will have their Attack reduced/increased
     
    Decreased ally Attack Speed
     
    Decreased ally Defense
     
    Reduced cost recovery of all allies whenever EX skill is used
     
    Increased ally Critical Rate
     
    The scarecrow's HP decreases over time
     
    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
     
    The number of students deployed changes their Attack and Cost Recovery (given by buffs). The fewer the students deployed, the more buffs each student will have (deploying more than 4 students won't give any buffs)
     
    Students using AR / HG weapons will deal additional subsequent damage when they attack
     
    Any buffs allies receive will be removed. Buffs from passive skills or a special student's sub-skill are exempt and will not be removed
     
    When an ally defeats an enemy, they receive a decreased attack debuff that stacks up to 50 times. Healing an ally will remove 5 of these debuffs.
     
    The scarecrow will change states at regular intervals. Reversal state: Healing the scarecrow will deal damage to allies. No healing is actually applied to the scarecrow. Normal state: Scarecrow can be normally healed.
    Enemy effects
     
    Increased enemy Accuracy
     
    Increased enemy Evasion
     
    Enemies explode upon death, dealing damage to allies in a circular area
     
    Enemies take damage each time they are affected by a crowd control
     
    The enemy regenerates health at regular intervals
     
    Enemies' HP is reduced, but they only take a maximum of 1 damage at a time
     
    Enemies have increased defense penetration
     
    Enemies will not take damage from EX skills
     
    Enemies will leave behind a burning area when defeated.