“Three armies vie for territory!” |
Grand Conquests is an event in which three armies fight over a territory, over the course of three battles, each lasting two days. Each player is randomly assigned to an army led by one of three Heroes at the beginning of each battle. By contributing to their army's victory players earn rewards for Areas Controlled and GC Tier, as well as by completing quests.
Current / Upcoming Grand Conquests[ | ]
Currently none.
Basics[ | ]
In Grand Conquests, three armies battle to conquer territory across a continent. When the battle ends, the armies will earn rewards, based on how many areas they control. Each Grand Conquests event has 3 battles, with each battle taking course over two days. Each battle include eleven rounds, which last four hours. After each battle, the area map will change and all participants are reshuffled into new outrealms and armies as well. Each army has 200 participants (per update announcement for version 2.4.0).
How to Participate[ | ]
Select an area that is adjacent to an enemy to enter battle and earn points. Entering battle consumes Grand Conquests-specific stamina. Use the boost option to consume more stamina and multiply score! Stamina can be restored by redeeming Conquest Lances.
Controlling Areas[ | ]
The army that controls an area at the beginning of a round will accrue points. The army with the most points at the end of a round will gain control of that area.
Cooperation Bonus[ | ]
During each round, bonus points will be applied to the total points earned in an area, based on the number of allies who battle in the area during the round.
Helping Out[ | ]
Helping out can be done once per round. Helping out boosts the number of allies battling in a randomly selected area by 1, which helps boost the cooperation bonus. It's also possible to randomly receive an item when helping out.
Getting Knocked Out[ | ]
Armies can be knocked out mid-round when battle conditions are calculated. If the difference between first and second place armies exceeds the threshold, the winner gains the area immediately. If this happens, a knockout icon will appear and no battles can be fought in the area for the remainder of the round. The first-place team must have a difference of 200,000 points from the second-place team in an area to knock out an area. Before the seventh Grand Conquest event, only 100,000 points were necessary to knock out an area.
GC Tiers[ | ]
GC Tier will increase based on cumulative score in battle. The higher the GC Tier is, the more points will get added to areas adjacent to the player's selected area. Other rewards are also earned based on GC Tiers.
Difficulty[ | ]
There are seven difficulties with different amounts of points and enemy levels.
Difficulty | Level | Enemy Information | Unlocked at |
---|---|---|---|
Normal | 10 | Enemies have only their attribute unrefined weapon. | - |
Normal | 20 | Enemies have only their attribute unrefined weapon. | - |
Normal | 30 | Enemies have only their attribute unrefined weapon. | - |
Hard | 35 | Enemies have only their attributed unrefined weapons. | - |
Lunatic | 40 | Enemies have all their attributed weapons and skills. | GC Tier 4 |
Infernal | 40+ | Enemies have all their attribute weapon and skills and they have their actual level. |
GC Tier 8 |
Infernal | 40+ | Enemies have all their attribute weapon and skills, they have their actual level and receive Atk/Spd/Def/Res+4. Enemies can attack after warping. |
GC Tier 8 |
Scoring[ | ]
Scoring in Grand Conquests is similar to Rival Domains as they use the same maps.
Foes defeated
The player accumulates points for each enemy defeated, capping at 20 enemies.
Difficulty | Normal 1 | Normal 2 | Normal 3 | Hard | Lunatic | Infernal 1 | Infernal 2 |
---|---|---|---|---|---|---|---|
Points per foe | 8 | 9 | 10 | 12 | 16 | 20 | 28 |
Max points | 160 | 180 | 200 | 240 | 320 | 400 | 560 |
Camps held
Points are added based on the number of camps held by the player at the end of the stage. The number of camps changes depending on the map.
Fortress defense
Points are added depending on how well the player defends their fortress. The more HP at the end of the stage, the better.
HP remaining | Normal 1 | Normal 2 | Normal 3 | Hard | Lunatic | Infernal 1 | Infernal 2 |
---|---|---|---|---|---|---|---|
0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
1 | 50 | 55 | 60 | 80 | 100 | 120 | 160 |
2 | 100 | 110 | 120 | 160 | 200 | 240 | 320 |
3 | 150 | 165 | 180 | 240 | 300 | 360 | 480 |
Fortress offense
Points are added depending on how many times the player attacks the enemy fortress. The less HP at the end of the stage, the better.
HP remaining | Normal 1 | Normal 2 | Normal 3 | Hard | Lunatic | Infernal 1 | Infernal 2 |
---|---|---|---|---|---|---|---|
3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
2 | 50 | 55 | 60 | 80 | 100 | 120 | 160 |
1 | 100 | 110 | 120 | 160 | 200 | 240 | 320 |
0 | 150 | 165 | 180 | 240 | 300 | 360 | 480 |
Bonus
Unlike Rival Domains, there are no bonus points in Grand Conquests obtained upon defeating enemies using a given move type.
Total score
The score obtained in each map is added to the player's grand total score, which is used to determine rank-in-army awards. An amount of experience is also received by the player, which increases the player's Grand Conquest tier upon reaching certain thresholds. The experience is normally equal to the map score, but can never be greater than a fixed value that differs across difficulties
Both score and experience can be further multiplied by the amount of stamina used.
Difficulty | Normal 1 | Normal 2 | Normal 3 | Hard | Lunatic | Infernal 1 | Infernal 2 |
---|---|---|---|---|---|---|---|
Foes defeated | 160 | 180 | 200 | 240 | 320 | 400 | 560 |
Camps held | 150 | 165 | 180 | 240 | 300 | 360 | 480 |
Fortress defense | 150 | 165 | 180 | 240 | 300 | 360 | 480 |
Fortress offense | 150 | 165 | 180 | 240 | 300 | 360 | 480 |
Max score | 610 | 675 | 740 | 960 | 1220 | 1480 | 2000 |
Max experience | 500 | 550 | 600 | 700 | 800 | 1000 | 1200 |
Area effects[ | ]
Areas can apply or receive effects to or from other areas. When effect is applied, the current map screen will update to reflect the change.
Notes[ | ]
- The Infantry Special area effect grants cooldown charge +1 to Infantry allies per the Infantry ally's attack.
- Only attacks performed by the user have the "Special cooldown charge +X" effect. This is true regardless of who initiated combat.
- The "Special cooldown charge +X" effect will stack with the "Special cooldown charge -X" effect.
- For example, if a unit is affected by both Guard and Special Cooldown Charge +1, the effects will stack and the cooldown will go down without penalty or bonus.
- The effects will only stack when the user attacks and the cooldown will go down without penalty or bonus.
- The "Special cooldown charge -X" effect will only take place when the foe attacks.
- If used alongside another source of "Special cooldown charge +X", only the higher of the two charge increases will apply.
- This means that if a unit has two "Special cooldown charge +1" effects from two different sources, the battle will play out as if only one "Special cooldown charge +1" effect is active.
- Skills such as Spd/Def Tempo 4 and Spendy Scimitar will neutralize effects that grant "Special cooldown charge +X" to the foe.
- The Armored Movement area effect applies the Mobility increased status effect.
- Any 【Bonus】 on a unit lasts until the start of that unit's next phase. If Mobility increased is acquired during the enemy phase, it will disappear when the next player phase begins.
- Mobility increased does not stack with Gallop, only the highest movement boosting value will be applied.
- Gravity and Stall will negate the effects of Mobility increased.
- As a general rule, if a unit is both prevented from making, and guaranteed to make a follow-up attack, the effects cancel out, and the Spd difference decides instead (including effects that alter the Spd difference such as Frozen).
- A foe with effects such as Phys. Null Follow or Null Follow-Up will neutralize the guaranteed follow-up attack granted by The Cavalry Follow-up area effect.
- The Flying warp area effect allows allies within 2 spaces to warp to a space adjacent to an flying ally.
- Warping counts as the unit's move for the turn. The unit can still perform an attack, an Assist, or a structure destruction after warping.
- Warping is unaffected by movement preventing effects, Divine Vein effects, Stall, Gravity, Traverse Terrain, and 【Pathfinder】.
- Warping can be obstructed by warp preventing effects unless the warping unit has a Pass effect, or warps using a camp, a fortress, or sigils.
Rewards[ | ]
GC Tiers[ | ]
The GC Tier increases based on the cumulative experience earned over the course of all three battles. The higher the GC Tier is, the more points get added to areas adjacent to the selected area. Additional rewards are also earned after reaching each GC Tier.
Total: 30 , 30 , 14 , 14, 100 100 100 100 , 200 200 200 200 120
Score[ | ]
Since the sixth Grand Conquest, the army can earn points after the tenth first round. With 5 - 9 areas controlled an army earns 1 point, with 10 - 14 areas it earns 2 points and with 15 or more areas it earns 3 points. For the eleventh round, points depend on the number of areas controlled.
Before the sixth Grand Conquest, points were earned only after the last round.
Rank in Army Awards[ | ]
Area Count | Rewards |
---|---|
Hero Feathers | |
1-3 | 3,000 |
4-10 | 2,500 |
11-20 | 2,100 |
21-30 | 1,800 |
31-40 | 1,500 |
41-50 | 1,300 |
51-65 | 1,100 |
66-80 | 950 |
81-100 | 800 |
101-120 | 700 |
121-150 | 600 |
151~ | 500 |
Previous Grand Conquests[ | ]
Gallery[ | ]
In other languages[ | ]
Language | Name |
---|---|
Japanese | 大制圧戦 |
German | Große Eroberung |
Spanish (Europe) | Grandes conquistas |
Spanish (Latin America) | Grandes Conquistas |
French | Grandes Conquêtes |
Italian | Grandi Conquiste |
Traditional Chinese (Taiwan) | 大壓制戰 |
Portuguese | Grandes conquistas |