top of page

Path of Trials - Lenombe Road 4-6 Walkthrough

Writer's picture: AzumaoAzumao

Yo guys, what's good?


Mildly frustrated Az here. Today we are going through the Lenombe Road of Path of Trials 4-6. Let's get to it.



 

So, just to give a little more context.

I'm not saying that this is impossible content or completely out of reach for anybody.


I tailor my content more towards beginning players or people who play on a tighter budget. While I could show off my whale teams, I don't think anybody really relates to this.


If you guys want me to clear out the stages with my regular units and make a commentary/strategy guide, I'm more than happy to provide.


For now, I will take a small break from this Area and build my units up to be stronger, to see if it's possible at all, or if you just need OP units for it.



Now with that out of the way, let me go through the different Episodes.

 

Episode 4

This one feels like a small gear check. I was able to simply pick whatever units I felt made sense.


  • Colin - my AoE Machine Breaker

  • Liffy - my AoE Dark breaker FC Otard - anything with decent damage is fine, I simply wanted to play with her

  • Astarte - This kitten never leaves my side. Simply being able to one shot anything broken makes me always use her

  • Kaya - healing

You need to be quick here, due to the turn limit.

Bring enough Damage to blast through Hekin.


Because everything was constantly broken, I was able to finish this up super quickly.

 

Episode 5

This is I think the last one we can beat on a budged.


  • Bernadette - Needed more Frost, and she is still free for new players

  • Astarte - Same as before. Nuking anything in my path is what she is made for

  • FC Otard - Anything with an AoE is good here. Actually Zeon or Sabrina would be better, because they need less Mana for their AoE. Kaya - healing

  • FC Reedmarie - She has an AoE on 1 Mana. If you don't have her, you need to use something else with an AoE and manage your Mana properly

Things starting to heat up.

Because Reedmarie is my fastest unit, I always attack one of the side units first, to get them out of the fight immediately. If you use a slower AoE, you will take a counter, which could break your stones. So definitely attack them with something who has 3 stones.


First stage is rather uneventful. You can clear this fairly quickly.

The second stage is where you need to be careful.


Attack into one of the front row with a Frost Hero and then only attack the back row with your fire Unit. If you have your AoE ready, use it and burst the Archers down.


When you are at the boss, I hope you have Reedmarie/FC Reedmarie. She has AoE and if you managed your Mana properly, she should hit them all without you ever taking damage.

After that it's just beating up Freesia.

 

Episode 6

This will be a major roadblock for most players. Light and Dark units are notoriously hard to manage.


  • Iris/FC Iris - she is mandatory

  • Wilkes - I believe she is the key. Her AoE dot on 0 Mana makes it possible to always break the entire back row.

  • Astarte - due to the insane healing you need strong burst. My Astarte actually needs to have 7 Mana to kill one of the back row guys with one S2.

  • Lepin/Karin - You need a reviver. Because there isn't any way to CC the back row before they get at least 1 attack off, they will kill one of your units.

  • Degas/Garff/Uloom - you need somebody to take a hit and hopefully block. At least with my gear it didn't matter who I brought, they simply got one tapped on a crit


My strategy was as follows:

  1. Astarte hit into Light guy.

  2. The Dagger Dark units will go and kill something (if they kill your reviver or Wilkes it's over) and hopefully I get some Mana.

  3. Iris attack into light guy.

  4. Tank attack into light guy

  5. Wilkes breaks the entire back row

From there on out it was trying to revive, if there was anybody dead and nuke the dark back row with Astarte one by one. Wilkes would always break the back row, with the chance of one of them dodging.


I had to restart the stage SOOO many times, just to get lucky 3-4 times where Lepin survived and I was able to manage to get with my team to the next stage.


There I reached the limits. Zeradin didn't kill my team, but I wasn't able to CC enough units. Iris isn't enough to keep the light units at bay and without breaks, the 2 healers will simply keep the back row alive.

You might be able to nuke them somehow, but my team got decimated.


After more than 50 times playing this Episode over and over again, trying different units and not even be close to have 2 clean runs in succession is a clear indicator for me, that my units aren't ready.


 

I might have been able to get one clean run, with extreme luck. But what's the point in that. It doesn't help you and most like give you a wrong impression about what this content is.


It's Endgame content. Not meant to be for Mid-Game players. I would consider my account being in an earlier End-Game stage. I'm able to clear this content with my regular units, however with budget units it's not an easy task.


I will need to review the heroes used and gear them up better. Maybe I can create a scenario where I can beat it reliably and showcase the team, but it will take a while.


The Path of Trials is good and bad in a couple ways.

It's our first really challenging mode we had in this game.

All other PVE has mostly been trivialized by the First Guardians.

It presents a new challenge for even more advanced players.


With that said, there is a lot of BS mechanics in there. Instant counter, punishes the player WAY to hard. We have no influence on the Enemy team and if they attack one of your Counter Attackers, they are doomed.


The speed of our units is mostly locked down to +20 Speed. Anything more than that is asking for the impossible.

All casters or Defenders who have CC effects are simply too slow for this content.

The attackers on the opposing team have more than 100 Speed, thus you need to be above that to get the first move.


Stage 6 demonstrated this perfectly. You have 0 chance of Counter play.

Your units will get attacked on a Crit they'll die. We don't have ways to increase our Defense and HP Levels that high.


If you don't have Bathory, you are basically leaving it up to luck.


I'm looking forward to some of the new Units they introduce with S2 and Chapter 11.

Maybe there will be some new ways of dealing with these issues.


I like hard content. I enjoy challenging myself to beat it with lesser used units.

But at this point there is almost no strategy involved besides which breaker to bring and using the Action Bar to see who goes next.


In 9/10 times you are actually just getting one shot, because... Well, just because.


Today was a frustrating day for me, because I wasn't able to tackle this in any shape of form. I feel exhausted from trying this over 50 times.


The only solution I currently have is building up the units to 85 and equipping them with the proper gear, however I ask myself if there is point in that.


At the time where people have the resources to level and gear up Legendaries and Rares to the same level as they would gear their Fated, they already have their Fated geared up and should use them instead.



If you want me to make a video how to clear the path with regular units, I'm up for it, just don't expect it in the next couple days =)


I really hoped you enjoyed it and if so, consider subscribing to my channel and leave a like on the video.


As always, it was a pleasure to have you here and I will see you in the next one.

Until then, enjoy the Grind.

373 views0 comments

Recent Posts

See All

Sabrina

Comentarios


bottom of page