Chapter 14: Weight of Blood is currently the latest story mode chapter released by Line Games and has one of the better rewards for completion. As it is the most recent story addition to date, it is easily the most difficult chapter to beat.
The story continues from chapters 12 and 13 in the Brunn region, so nothing has changed much in terms of enemies and battle mechanics. All the enemies are the same with the exception of a few new bosses which you find in the walkthrough. The base stats of all the enemies have been significantly increased since Chapter 13 and the Tenacity passive skill has been added to all enemies which is a stackable mark that reduces break by 2 turns and provides different bonuses depending on the enemy. The minimum CP for easy has also been increased significantly requiring you to build your team to the 4 million range. Given the difficulty and the high CP requirements, my minimum recommendation for your team includes the following:
- The total team CP should be 4,170,000 or above. This will allow you to meet the minimum CP requirement for every episode.
- There must be at least one hero of each guard stone element (primarily nature, machine and light element. You will need fire and frost for the final 2 episodes).
- Nature, machine, and light element heroes should be elemental enhanced to +2 or +3.
- The main 5 in your team should be awakened with awakened weapons and as much fated armor as you can equip. Focus on awakening with a full fire set for the added HP and damage reduction.
- Utilizing elemental damage from Signature Force upgrades will help greatly, but not required. It is recommended to focus on a Signature Force team for the stat bonus and the additional damage.
- Utilize fated level Unleashed Potential on the HP/passive skill tree on support or defense types for the added HP bonus and the damage reduction.
To all the completists out there, completing each episode’s mission for 3 stars will reward you with a total of 700 free Xes. Each episode has different requirements for a 3 star completion, but it’s not required to complete the stage. If you have difficulty completing an episode, I recommend just completing the stage then coming back when you make more progress on your account. Here are the breakdown of Xes rewards based on stars obtained:
- Reward for 7 Stars — 100 Xes
- Rewards for 18 Stars — 250 Xes
- Rewards for 36 Stars — 350 Xes
In addition to receiving free Xes from how many stars you obtained, you will also get free Xes from the corresponding Challenge Mission for each episode you complete. This chapter will provide ranked Star Crystals as well which differs from previous chapters. Challenge missions only require you to complete the stage and nothing else, so it’s the easiest way to get free Xes in this game. Although small, free Xes is always a win for all players. Here is a breakdown of the rewards for completing all 12 episodes of Chapter 14:
- Xes — 240
- Ranked Star Crystals — 80
Episode 1 — Enemy of My Enemy is My Friend
Easy CP Requirement — 2,228,945
Missions:
- All survived
- Clear in 90 turns
- Break 6 times
- Hit limit 45
Reward:
- 726 Account Experience
- 118548 Hero Experience
- 13403 Gold
- 50 Xes
- 3 Ultimate Orb
First Round:
- 2x Brunn Elite Shaman — 11454 HP, 3867 Attack, 2843 Defense
Guard Stones — 3 Machine, 2 Light - Brunn Elite Shieldman — 12600 HP, 2730 Attack, 4763 Defense
Guard Stones — 3 Machine, 3 Nature - 2x Brunn Elite Support — 13745 HP, 3071 Attack, 2843 Defense
Guard Stones — 2 Light
Second Round:
- 3x Brunn Elite Scout — 11740 HP, 3640 Attack, 3412 Defense
Guard Stones — 6 Nature - 2x Brunn Elite Shieldman — 12600 HP, 2730 Attack, 4763 Defense
Guard Stones — 3 Machine, 3 Nature
Third Round:
- 3x Brunn Elite Swordsman — 11740 HP, 3640 Attack, 3412 Defense
Guard Stones — 3 Machine, 3 Nature - 2x Brunn Elite Support — 13745 HP, 3071 Attack, 2843 Defense
Guard Stones — 2 Light
Unlike previous chapters, the battles start immediately in the first episode. Nothing much new here in terms of enemy mechanics. If you’ve been following the Chapter 12 and 13 walkthroughs, the enemies are the same only with higher stats and new passive upgrades as mentioned in the introduction. If you meet the CP requirement, focus on AOE breaking all waves of enemies with your elemental enhanced nature/machine/light heroes and this will be a breeze.
Episode 2 — Last Resort
Easy CP Requirement — 2,808,662
Missions:
- All survived
- Clear in 90 turns
- Break 5 times
- Hit limit 45
Reward:
- 728 Account Experience
- 118667 Hero Experience
- 13493 Gold
- 50 Xes
First Round:
- Brunn Elite Support — 13745 HP, 3071 Attack, 2843 Defense
Guard Stones — 2 Light - 2x Brunn Elite Swordsman — 11740 HP, 3640 Attack, 3412 Defense
Guard Stones — 3 Machine, 3 Nature
Second Round:
- 2x Brunn Elite Sniper — 10022 HP, 3526 Attack, 2843 Defense
Guard Stones — 6 Nature - Brunn Elite Shieldman — 12600 HP, 2730 Attack, 4763 Defense
Guard Stones — 3 Machine, 3 Nature - 2x Brunn Elite Scout — 11740 HP, 3640 Attack, 3412 Defense
Guard Stones — 6 Nature
Third Round:
- 2x Brunn Elite Scout — 11740 HP, 3640 Attack, 3412 Defense
Guard Stones — 6 Nature - 3x Brunn Elite Shaman — 11454 HP, 3867 Attack, 2843 Defense
Guard Stones — 3 Machine, 2 Light
As with episode 1, there is nothing here in this chapter you have not already seen before. Again, same enemies as previous chapters with the same guard stones. Bringing AOE heroes of nature/machine/light elements is key to success; essentially, if you had no issues meeting the CP and clearing episode 1, you should be able to clear this episode with ease as well.
Episode 3 — Fratricide
Easy CP Requirement — 2,978,533
Missions:
- All survived
- Clear in 90 turns
- Break 5 times
- Hit limit 45
- Break Dorka
Reward:
- 730 Account Experience
- 118786 Hero Experience
- 13583 Gold
- 150 Xes
- Fated Ranked Accessory — Physical
First Round:
- Brunn Elite Swordsman — 11740 HP, 3640 Attack, 3412 Defense
Guard Stones — 3 Machine, 3 Nature - 2x Brunn Elite Support — 13745 HP, 3071 Attack, 2843 Defense
Guard Stones — 2 Light
Second Round:
- 2x Brunn Elite Sniper — 10022 HP, 3526 Attack, 2843 Defense
Guard Stones — 6 Nature - Brunn Elite Shieldman — 12600 HP, 2730 Attack, 4763 Defense
Guard Stones — 3 Machine, 3 Nature - 2x Brunn Elite Scout — 11740 HP, 3640 Attack, 3412 Defense
Guard Stones — 6 Nature
Third Round (Boss Fight):
- 2x Brunn Elite Shieldman — 12600 HP, 2730 Attack, 4763 Defense
Guard Stones — 3 Machine, 3 Nature - 2x Brunn Elite Scout — 11740 HP, 3640 Attack, 3412 Defense
Guard Stones — 6 Nature - Dorka — 130291 HP, 4408 Attack, 2843 Defense
First 6 Guard Stones — 4 Nature, 1 Machine, 1 Light
Second 4 Guard Stones — 3 Nature, 1 Machine
This episode is the first real challenge of Chapter 14 as it is a boss fight against the fated hero Dorka. Similar to normal enemy waves, Dorka has the Tenacity passive skill which decreases break duration and also heals allies by 5% of her max HP every turn. In addition, she has the Status Effect Immunity passive which gives her immunity to all status effects, reduces normal damage received by 65%, and increases her attack by 20% at the start of the round. All of these buffs are permanent as well.
Given this huge passive enhancement, Dorka is a tough boss to beat if you are on the edge of the minimum CP requirement. My recommendation is to build your mana during the first two rounds of trash waves, so that you can AOE burst (depending on your selected heroes) the additional enemies around Dorka. The faster you clear the four Brunn soldiers, the easier it will be to snipe Dorka. As I mentioned before, if you utilize AOE heroes that have elemental enhancements you should be able to break all waves in 1-2 turns. Similar to the previous episodes, breaking enemies early is key here. So take note of Dorka’s guard stone rotation above and make sure you have a strong nature hero to help break her quickly.
After completing the battle, you will unlock a limited time hot deal for a fated ranked equipment with abrasives. I do not recommend getting this if you are a low spender or free to play; however, if you have no issues spending on the game this will definitely help you progress faster as fated ranked armor is rare and does not appear often.
Episode 4 — Shadow Under the Lantern
Easy CP Requirement — 3,148,404
Missions:
- All survived
- Clear in 90 turns
- Break 5 times
- Hit limit 45
- Use a Defense type hero
Reward:
- 732 Account Experience
- 118,904 Hero Experience
- 123673 Gold
- 50 Xes
First Round:
- 3x Brunn Elite Swordsman — 11865 HP, 3681 Attack, 3451 Defense
Guard Stones — 3 Machine, 3 Nature - 2x Brunn Elite Scout — 11865 HP, 3681 Attack, 3451 Defense
Guard Stones — 6 Nature
Second Round:
- 2x Brunn Elite Sniper — 10129 HP, 3566 Attack, 2875 Defense
Guard Stones — 6 Nature - 2x Brunn Elite Shieldman — 12734 HP, 2761 Attack, 4817 Defense
Guard Stones — 3 Machine, 3 Nature - Brunn Elite Support — 13892 HP, 3106 Attack, 2875 Defense
Guard Stones — 2 Light
Third Round:
- Brunn Elite Sniper — 10129 HP, 3566 Attack, 2875 Defense
Guard Stones — 6 Nature - 2x Brunn Elite Support — 13892 HP, 3106 Attack, 2875 Defense
Guard Stones — 2 Light - 2x Brunn Elite Scout — 11865 HP, 3681 Attack, 3451 Defense
Guard Stones — 6 Nature
As you can see in the enemy descriptions above, this episode marks the first time enemies’ base stats are increased. Although, not a major increase, you will notice the enemy waves hit harder and take longer to kill. Aside from the stat increase, there is nothing new in this episode to be concerned with. Like episodes 1 and 2, bring a team of the right elements and you should be able to beat this stage with ease. Note, if you are going for a 3-star completion, be sure to bring a defense type hero.
Episode 5 — The Dice was Thrown I
Easy CP Requirement — 3,318,275
Missions:
- All survived
- Clear in 90 turns
- Break 5 times
- Hit limit 45
- Use front row emphasis formation
Reward:
- 734 Account Experience
- 119023 Hero Experience
- 13763 Gold
- 50 Xes
First Round:
- 4x Brunn Elite Sniper — 10129 HP, 3566 Attack, 2875 Defense
Guard Stones — 6 Nature - Brunn Elite Shieldman — 12734 HP, 2761 Attack, 4817 Defense
Guard Stones — 3 Machine, 3 Nature
Second Round:
- 3x Brunn Elite Swordsman — 11865 HP, 3681 Attack, 3451 Defense
Guard Stones — 3 Machine, 3 Nature - 2x Brunn Elite Scout — 11865 HP, 3681 Attack, 3451 Defense
Guard Stones — 6 Nature
Third Round:
- 2x Brunn Elite Swordsman — 11865 HP, 3681 Attack, 3451 Defense
Guard Stones — 3 Machine, 3 Nature - 2x Brunn Elite Support — 13892 HP, 3106 Attack, 2875 Defense
Guard Stones — 2 Light - Brunn Elite Scout — 11865 HP, 3681 Attack, 3451 Defense
Guard Stones — 6 Nature
Nothing new to note here as well. This stage is similar to episode 4, the only difference is the mission requirement to use a front row emphasis formation. If you are going for a 3-star completion, you could easily just place a backrow hero in the frontline to complete this requirement. The penalty should not degrade your team’s production to the point where it can fail. That said, reuse the team from episode 4 and you should hit the ground running.
Episode 6 — The Dice was Thrown II
Easy CP Requirement — 3,963,909
Missions:
- All survived
- Clear in 90 turns
- Break 5 times
- Hit limit 45
- Use a Support type hero
Reward:
- 736 Account Experience
- 119142 Hero Experience
- 13853 Gold
- 50 Xes
First Round:
- 2x Brunn Elite Shaman — 11576 HP, 3911 Attack, 2875 Defense
Guard Stones — 3 Machine, 2 Light - 2x Brunn Elite Scout — 11865 HP, 3681 Attack, 3451 Defense
Guard Stones — 6 Nature - Brunn Elite Shieldman — 12734 HP, 2761 Attack, 4817 Defense
Guard Stones — 3 Machine, 3 Nature
Second Round:
- 2x Brunn Elite Swordsman — 11865 HP, 3681 Attack, 3451 Defense
Guard Stones — 3 Machine, 3 Nature - 2x Brunn Elite Sniper — 10129 HP, 3566 Attack, 2875 Defense
Guard Stones — 6 Nature - Brunn Elite Support — 13892 HP, 3106 Attack, 2875 Defense
Guard Stones — 2 Light
Third Round:
- 2x Brunn Elite Scout — 11865 HP, 3681 Attack, 3451 Defense
Guard Stones — 6 Nature - 3x Brunn Elite Support — 13892 HP, 3106 Attack, 2875 Defense
Guard Stones — 2 Light
Similar to episode 5 and 6, the only noteworthy aspect of this episode is the mission requirement to use a Support type hero. As you are likely already using a defense and support type in your lineup, this should be an easy requirement to complete. If not, I recommend skipping the 3-star completion and returning to this mission when you have a support type strong enough to replace a key member in your current team. As this is basically a filler episode that is nearly identical to episode 5, you should be able to clear this using the same you have likely been using this entire Chapter.
Episode 7 — Forbidden Tactics
Easy CP Requirement — 3,658,017
Missions:
- All survived
- Clear in 90 turns
- Break 5 times
- Hit limit 45
- Break Neomi
Reward:
- 738 Account Experience
- 119,261 Hero Experience
- 13943 Gold
- 50 Xes
First Round:
- 2x Brunn Elite Swordsman — 11992 HP, 3723 Attack, 3489 Defense
Guard Stones — 3 Machine, 3 Nature - 2x Brunn Elite Shieldman — 12868 HP, 2792 Attack, 4872 Defense
Guard Stones — 3 Machine, 3 Nature - Brunn Elite Sniper — 10236 HP, 3606 Attack, 2907 Defense
Guard Stones — 6 Nature
Second Round:
- 2x Brunn Elite Shaman — 11699 HP, 3955 Attack, 2907 Defense
Guard Stones — 3 Machine, 2 Light - Brunn Elite Shieldman — 12196 HP, 2637 Attack, 4600 Defense
Guard Stones — 3 Machine, 3 Nature
Third Round (Boss Fight):
- 2x Brunn Elite Scout — 11992 HP, 3723 Attack, 3489 Defense
Guard Stones — 6 Nature - 2x Brunn Elite Shieldman — 12196 HP, 2637 Attack, 4600 Defense
Guard Stones — 3 Machine, 3 Nature - Neomi — 193032 HP, 2443 Attack, 4872 Defense
First 6 Guard Stones — 3 Nature, 2 Machine, 1 Light
Second 4 Guard Stones — 2 Nature, 1 Light, 1 Machine
Episode 7 features the second boss fight of this chapter and the first of 4 straight episodes of boss fights. This fight in particular is against the fated hero Neomi. She is a defense type so she is fairly tanky with high HP and Defense. The catch here is her passive abilities and her upgraded active skills. Similar to Dorka, Neomi has the Tenacity passive skill that reduces break duration; however, Neomi’s also grants share health to all allies and mana burn when attacked. In addition, she has a targeted provoke that will add a provoke debuff to your entire team to target only one of her Shieldmen. This is even further enhanced with her active skill Millennial Light which increases own max health by 563% and own defense by 86% for 8 turns. So you can already assume, she becomes a hassle one she is able to activate this skill.
The general strategy I recommend here is to allow her provoke to land and do not cleanse it. This is due to her mana burn, which will prevent your units from building mana fast and ultimately giving you less opportunities to nuke with your burst units. Although provoked, because she has share health with all allies active at all times, you can indirectly break her guard stones by attacking the provoke target. You won’t be able to attack any other target, and you will be taking some damage from the additional Brunn Elites, but you should be able to sustain if you can deal enough damage to break Neomi in the first round or two. Ideally you break her before she can activate her Millenial Light skill. However, if you aren’t able to, just continue to focus the provoke target until you take her down.
Once Neomi is down, you can then take out all the additional enemies. If you are having trouble staying alive or breaking Neomi, I recommend focusing on elemental enhancement and Awakening your heroes with a full fire set so they have higher base HP and additional damage reduction.
Episode 8 — Twisted Loyalty
Easy CP Requirement — 3,827,888
Missions:
- All survived
- Clear in 90 turns
- Break 5 times
- Hit limit 45
- Break Forbidden Consequence
Reward:
- 740 Account Experience
- 119381 Hero Experience
- 14033 Gold
- 50 Xes
- 3 Ultimate Orbs
First Round:
- 2x Brunn Elite Swordsman — 11992 HP, 3723 Attack, 3489 Defense
Guard Stones — 3 Machine, 3 Nature - 2x Brunn Elite Scout — 11992 HP, 3723 Attack, 3489 Defense
Guard Stones — 6 Nature - Brunn Elite Sniper — 10236 HP, 3606 Attack, 2907 Defense
Guard Stones — 6 Nature
Second Round:
- 2x Brunn Elite Shaman — 11699 HP, 3955 Attack, 2907 Defense
Guard Stones — 3 Machine, 2 Light - 3x Brunn Elite Scout — 11992 HP, 3723 Attack, 3489 Defense
Guard Stones — 6 Nature
Third Round (Boss Fight):
- 2x Brunn Elite Shaman — 11699 HP, 3955 Attack, 2907 Defense
Guard Stones — 3 Machine, 2 Light - 2x Brunn Elite Scout — 11992 HP, 3723 Attack, 3489 Defense
Guard Stones — 6 Nature - Forbidden Consequence — 193032 HP, 3490 Attack, 4872 Defense
First 5 Guard Stones — 3 Nature, 1 Machine, 1 Light
Second 5 Guard Stones — 3 Nature, 1 Frost, 1 Fire
Episode 8 is the first boss fight against the Forbidden Consequence and the first time since Chapter 11 we see guard stones of other elements. The first two rounds leading up to the beast are easy so take your time manually attacking the waves so that you have full mana when you reach the final stage. The Forbidden Consequence is the hardest boss fight in the story mode so you will need to be prepared when fighting it. You should definitely have all your heroes fully blessed to 6* and awakened with a fire set if possible. In addition, every hero should have some level of elemental enhancement to help break the boss faster. I also recommend having Signature Force damage if possible to add extra damage and potentially help break the boss. Lastly, you should have a healer/reviver here in the event you have issues staying alive long enough to down the beast.
Episode 9 — Ties Reunited
Easy CP Requirement — 3,997,759
Missions:
- All survived
- Clear in 90 turns
- Hit limit 45
- Break Forbidden Consequence
Reward:
- 742 Account Experience
- 119500 Hero Experience
- 14123 Gold
- 50 Xes
Boss:
- Forbidden Consequence — 221054 HP, 3529 Attack, 4924 Defense
First 5 Guard Stones — 2 Nature, 1 Frost, 1 Machine, 1 Light
Second 5 Guard Stones — 3 Nature, 1 Frost, 1 Fire
Similar to Episode 8, you will fight the Forbidden Consequence again. However, this time he will be your only enemy so you will have no chance to build mana before you face him. Also, he will be enhanced with higher HP, more base stats, and upgraded active skills. I highly recommend using a nature type character with elemental enhancement to break him quicker. His active skills hit very hard so if you do not have any damage mitigation through share health or HP buffs through support skills/awakening, then you will have a difficult time defeating him.
One item to note is although he is status immune, he is not mark immune, so you can utilize team compositions like FC Jinai/FC Shell or FC Iris if you have them. Otherwise, invest some materials in strong supports or tanks like Garff, Anastasia, Lepin, Degas, etc. to help mitigate damage and keep your damage dealers alive.
Episode 10 — Heavy Bug Light
Easy CP Requirement — 4,167,631
Missions:
- All survived
- Clear in 90 turns
- Hit limit 45
- Break Forbidden Consequence
Reward:
- 744 Account Experience
- 119620 Hero Experience
- 14213 Gold
- 350 Xes
- Fated Ranked Accessory — Magic Type
Boss:
- Forbidden Consequence — 262752 HP, 3568 Attack, 4979 Defense
First 5 Guard Stones — 2 Nature, 1 Frost, 1 Machine, 1 Light
Second 5 Guard Stones — 3 Nature, 1 Frost, 1 Fire
The final battle of Chapter 14, against the now steroid injected Forbidden Consequence. He is much stronger than the previous two episodes and he also has Mark Immunity now making it harder to land beneficial marks if you were taking advantage of that in the previous two episodes.
As you can see from the notes above, his stats have increased again and his active skill 1 has been enhanced to decrease the defense of all enemies by 200% in addition to maximum health by 70%. His passive has also been upgraded as he regains full health when his health drops below 30%, meaning you will have to stay in battle with him for much longer than in the previous two episodes. He still retains the status effect immunity skill and the Tenacity skill as well.
This is by far one of the most difficult boss fights in the story, as most fights in previous chapters were fairly easy. If you are free to play or a low spender without strong fated heroes, than you must meet the minimum CP or you will have a hard time beating this stage. Every character must also be awakened, ideally with a full fire set for the added HP and damage reduction. Aside from that, the goal should be the same as earlier episodes, break him as soon as you can and stay alive through well-timed heals and revives. Watch his mana bar so you can time when he uses his active 1 and 2 skills so you can stay alive as long as possible. Having Bathory’s Tranquil skill here does help, if not, I recommend FC Lepin or normal Leping with a strong tank to help mitigate damage and AOE revive if needed.
That concludes our Chapter 14 walkthrough. Hopefully, you were able to obtain a 3-star completion on your first run through as that is the main objective of this guide. Although obtaining a 3 star completion is not required to complete the story mode, there is no reason to pass up on free Xes. I hope the info and tips provided in this guide and future articles will help you with your 100% completion, please continue to follow the Inven Global site for all Exos Heroes related content.
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