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).
Joint Firepower Exercise 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.
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
3:00
3
697,567
2:30
Increased ally Critical Rate.
4
1,088,650
3:00
Increased ally Critical Rate.
Reduced cost recovery of all allies whenever EX skill is used.
Phase
HP
Time
Special Rules
Notes
1
161,834
3:00
2
335,585
3:00
3
697,567
4:00
Decreased ally attack speed.
4
1,088,650
5:00
Decreased ally attack speed.
Increased enemy evasion rate.
Defense Exercise
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 Exercise
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.
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 by every second
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