Joint Firing Drill or 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 Firing Drill 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 Firing Drill coins can be spent in the Shop.
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
28,151
28,205
51,612
3:30
Enemies' HP is increased, enemies recover HP when hit.
4
55,266
55,300
101,324
3:30
Enemies' HP is increased, enemies recover HP when hit.
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
1:30
Healing the scarecrow also damages the enemies.
4
Wave 1: ~32930
Wave 2: ~52530
Wave 3: ~77110
1:30
Healing the scarecrow echoes a portion of healing as damage to the enemies.
Whenever the scarecrow is healed, it deals damage to all allies.
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
Decreased ally HP
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 gives certain 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
Allies continuously take Poison damage that ignores Defense and cannot be cleansed
When the scarecrow is healed, deals damage to enemies proportional to the amount healed
Enemy effects
Increased enemy Attack
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 certain sources
Enemies will leave behind a burning area when defeated
Enemies' HP is increased. If an enemy is inflicted with burn, chill, or poison, dealing damage deals additional subsequent damage
Increased enemy critical resistance
Enemies' HP is increased and recovers HP when attacked
Enemies' attack is increased and does additional subsequent damage