Tales of Crestoria is a mobile game that was announced in Japan on Sepember 11, 2018. The story is centered around a young man who carries a great burden and also lives for someone or something that is important to him.
Each of the three initially teased characters have a certain “crime” they carry as a burden. Its characteristic genre is: An RPG Written in Blood and Betrayal. It was confirmed on December 8, 2018, that the game will get an English release. An open beta test for the English release began on May 8, 2020 in Canada and Indonesia. It is Expected to released globally on 30th June 2020.
Tales of Crestoria Story
In world that Tales of Crestoria is set in, people are required to carry objects known as vision orbs. The images recorded within vision orbs can be transmitted via vision centrals, structures located in place of importance, like plazas and churches.
When a person is to be judged, the vision central shows “footage” from orbs related to the crime and according to the “prayers” sent by the citizens watching the images, the individual in question is judged innocent or guilty.
In case the person related to the crime is judged guilty, they are branded with a “stain,” and an enforcer is dispatched to hunt the criminal down and pass the sentence.
The Stain of Guilt is a mark that appears on body part of those acknowledged as sinners, thus becoming a “criminal” chased down by enforcers. The positioning of the mark differs depending on the sin itself.
The Stain of Blood Sin , is an evolved form of the Stain of Blood Sin, born from the criminal’s intent to carry the burden of their sin and overcoming Vicious’s selection. The Blood Sin is a weapon drawn from the Stain of Blood Sin using magic after a person accepts their sin which is then embedded into their blood.
Tales of crestoria tier list below
Tales of crestoria tier list
Tales of Crestoria Dupe system
by archefayte on reddit
Tales of Crestoria Gacha system
In this game, you pull for Memoria Stones. Memoria Stones that are of rarity SR an SSR via gacha, will come with a character as well. When you perform a 10 pull, the 10th pull is guaranteed to be SR+ in the general gacha. The rates for the general gacha is 5%.
Tales of Crestoria Limit Break
Both Memoria Stones and Characters can be limit broken 5 times. This requires a dupe of the Memoria Stone per Limit Break. This means you need a total of 10 dupes to fully Limit Break both a character and a Memoria Stone.
However, note that you do not need to Max Limit Break both the character and stone. Sometimes the character may be bad, and sometimes the stone may be bad. You do not have to Limit Break both, and they should both be treated as entirely different entities.
Character and SSR stone universal dupe materials can be farmed out by doing Very Hard mode of raids. If you host the raid, your also guaranteed an additional +2 chests, so literally anyone can farm them given they put in the time to do so.
Very Hard mode raids and beyond drop SSR Memoria stones . Essentially, you break these down for Rainbow Crystals, and 10x Rainbow crystals = 1x Universal Character or Stone dupe materials to limit break any Character or Stone. You may purchase 5 of each of these per month.
Tales of Crestoria Memoria Grid
Since each elemental raid drops an SSR memoria stone of their respective element, you can simply farm Very Hard (and beyond) mode raids to fully max dupe out your grid with a certain element. This will take awhile, and you may optimize with type based dupes over time. This is a long grind, but at the bare minimum you’ll gain a lot of power and still be able to have a full elemental grid with max dupes just through farming.
Tales of Crestoria Dupe Power
Now to get down to the numbers. Not all units were designed equally, so when you fully max limit break a character, you don’t get the same stats as another character. However, fully limit breaking a character actually only equates to roughly 25-30% of their total stats at level 100. This is because each Limit Break gives the same static amount of stats.
You do not need to Max Limit Break to get to 100 and unlock the ascension board. That can be all done purely via farming.
However, each unit has a special passive that unlocks once it has reached MLB. This is generally the biggest reason to MLB, and you should definitely check through all of your favorite units for interesting passives.
In regards to substones, this really depends on the stone, but it is somewhere between a 30-45% power increase (however, this does not account for the MA and Artes boost that a character LB would give you).
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Tales of Crestoria Tier list 2021
by archefayte on reddit
Tales of Crestoria tier list
Velvet has one of the highest attack stats, but also the lowest hp and defense. She is a Martial Arts type character. Her Mystic Arte is supremely strong, but requires one of the highest OL amounts to utilize. Her attacks are also quite good but both have 1 turn more cool down than the average powerhouse unit.
Sorey at max dupe and max level, has 25,300 HP and 3,400 Defense. Compared to other SSR units, these are actually pretty high. His attack is below average. This makes him a very consistent unit. His Mystic Arte actually hits decently hard and has an OL requirement of 140 (almost half of Velvets 270).
Where he shines is with Wildfire. Wildfire will allow a target to take additional damage based on damage taken by surrounding units. This makes him quite good for story, tower, and PvP, but also not extremely great at Raids. Still, for one of the very few Wind units, he’s quite good.
Milla has one of the coolest looking Mystic Artes in the game. Her attack stat is above average, but her HP and defense is fairly low (still far better than Velvet). She is one of the few Light units, and for a Light unit she is quite strong. Her MA requires 200 MA, which is slower than the average, but still faster than Velvet and has 15 hits to boot. Here cooldowns for her Artes are also fairly low, and her 2 turn Arte also has 2 turn Debilitate, which means 100% up time on debilitate.
Asbel has about average attack, very low defense and very high HP. His MA hits decently hard and has an OL of 210, which is above average OL cost. The real shocker, is that his first Arte (Plasma Shock) gives him 1 turn of 10% power and 9 hits, which is nice for pulling off more MA damage.
Kannono has some of the highest attack in the game while also boasting above average defense and HP. Her MA hits very hard and only at 190 OL cost as well as 10 hits. Her Arte cooldowns are powerhouse level low (2 and 3), with 3 and 7 hit counts per making her quite a strong unit. Her only real current downside is that she is a Longsword user.
Yuri has average HP and above average defense as well as one of the lowest attack values. His skill multipliers are fairly low and his MA multiplier is extremely low with an OL cost of 260 which is only lower than Velvet. His 2nd Arte has a cooldown of 5 which is higher than the average. Sounds pretty bad right?
But where Yuri’s real power lies is his Hit Count generation. His MA gives him a WHOPPING 38 hits, and his 2nd Arte gives 14 hits. Casting both within a turn gives you an immediate 53 hits allowing for MASSIVE combo gains for your team. So while he may be weak, he’s a huge boon if used correctly.
Rating: 10/10 if used well enough; Without proper boosting and actively using him correctly, 5/10
Luke has above average HP, Atk and Defense. Not only that, his MA hits 25 times at a cost of 160 OL. His 1st Arte is an AoE though has a 5 turn CD and his 2nd Arte is decent. He can reach a hit count of 33 on his own which is fairly good. What makes him shine is his mega synergy with other sword fire units.
Reid hits hard with a high MA multiplier and 11 hits, if only weakened by the OL cost. Overall, a very solid strong sword fire unit.
Leon has lower than average HP, kinda low defense, but extremely high base attack. He hits hard. However, his OL damage is alright, and OL cost is alright. His artes have powerhouse tier cooldowns. But he’s dualblades, which don’t seem to be amazing at the current meta. However, being one of the only dark units, he’s actually quite strong in his element. I just compare him to Vicious a lot as the only other dark SSR, and much prefer Vicious.
Stahn is the definition of power. The highest attack, average HP, low defense. 180 cost OL with a high multiplier and 10 hits. Powerhouse tier cooldowns on all Artes and above average hits. Sword unit and Fire. He is pure power albeit a tad bit squishy.
Cress is one of the best units for Earth. He has some of the highest HP and defense, albeit average Atk. His MA hits decently hard at only 180 OL. His only downside is his 5 turn second Arte, but it has a huge 12 hit count, pushing him to 28 hit counts with his MA. Overall, a very strong, solid, earth unit.
Aegis is the definition of tank. In fact, he’s one of, if not the only Knight class unit in the game. 4000 Defense! 25% MORE defense on his passives. OL cost of 140 for a high multiplier hit, and average artes with powerhouse tier turns? His HP is still low and his attack is low too, but he does his job and he does it extremely well.
Rating: 6/10 only due to no reason for insane defense at this time
Vicious is amazing. 39000 HP, puts him at the highest HP unit in the game. His attack is fairly low, and his defense is average. He’s like budget Yuri, but with SO much HP. 21 hit count on his MA with a cost of 210 OL, totals him at a possible 36 hit count in a turn. However, his second arte has a high cooldown. Honestly, if it wasn’t for his massive HP, he would be rated lower. But having a strong hit count unit alive is great.
Misella has High HP and above average defense, but low Attack. She has a very strong MA with a cost of 170 OL. Both her Artes have a 3 turn cooldown. But one of them is a 45% hp heal for 1 target. In current content, a heal such as this does not seem amazing just yet.
Kanata is a fairly good unit. He’s one of the few that has an all enemy targetable AoE Arte. His stats across the board are above average, ad he’s a light unit. His MA is pretty good too.
Our only PvP exclusive unit so far. Chronos is one of the other very few Martial Arts units. He was designed for PvP, with possibly the only AoE MA at an above average cost of 240 OL. This generates 48 hits on a full PvP encounter, alongside his second arte, pushing him to 52 hits (1 less than Yuri). However, his MA hits like a wet noodle. His overall stats across the board are fairly above average. Definitely a strong unit for PvP, but no place in PvE.
Rating: 4/10 for PvE, 8/10 for PvP
Tales of crestoria Tier List PVE
by Quen1987 on reddit
Poison (No SSR’s had this, I used SR Zaveid to test): Does damage equal to 10% of the enemy’s max HP
Burn (Stahn, Reid, Cress, Misella, Sorey): Does increasing damage each turn dependent on the enemy’s max HP; turn 1 is 9%, turn 2 is 12%, turn 3 is 15%.
Curse (Leon, Velvet): Also does set damage that’s dependent on max HP, but it was bugged during the beta and did nothing. It only lasts two turns while the ones above lasted 3, so maybe it will be stronger.
Poison, Burn, and Curse could not be inflicted on bosses (obviously, or everyone would just burn them down). There was an in-game notice that said damage calculation would be different for raid bosses, which means they will at least be usable on them.
Wildfire (Sorey): Any damage you do to an ally of the inflicted enemy will in turn do x1.3 that amount of damage to the inflicted enemy. It does not work if you are targeting the inflicted enemy, even if you use an AOE attack that technically damages its allies; your target indicator must be on one of its allies. It does nothing if the inflicted enemy is alone. You can use this on bosses, which makes Sorey a boss killer when there are multiple enemies.
Debilitate (Millia): Increases damage done to inflicted enemy by 20%. This works on bosses and stacks with the above status ailments (ex. it makes wildfire do x1.5 damage).
You may be wondering what happens if you cast a status effect twice on the same enemy. Does using second burn on the turn it’s about to wear off refresh the turn count? The answer is no, it casts a second status effect that starts from turn 1. This seemed to be true of all status effects (2x debilitate made damage be x1.4 times greater, I never tried it for wildfire but I assume it’d be x2.6 damage).
If you force restart the game before all your allies move, it will start again from the first ally. This may have implications for status effect RNG, though I couldn’t test it due to the aforementioned 100% success rate bug (and honestly I only did it once so to see what would happen so maybe I had a brain fart and saw it wrong).
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