- Title: Super Lesbian Animal RPG
- Release Date:
Wanna figure out how to optimize your characters? Here’s a quick run-down.
Preface And Equipment
This guide assumes optimal equipment at any time. Putting your appropriate weapons on appropriate characters (phys on phys, magic on magic). Also this assumes you’re doing sidequests whenever you find them, et cetera.
Some quick thoughts on other equipment:
– Powerhouse Pin. I found it’s best laid on Melody. Carrying star power between battles when star power means better ability to heal MP on the fly is too tempting for me to pass up, but you *could* put it on others if you find yourself using their star power too. Or, in the case of Jodie, have difficulty building it up like the others can.
– Dual Wield Pendant. I can’t think of anyone better to put this on than Allison. It’s almost a running joke of fan art that she gets all the buffs anyway, so might as well boost that attack stat to the sky!
– Right Back At Ya! I put this on Jodie, because of her taunt abilities. But another great accessory for her is…
– Bewitched Bandage. When paired with the ability on Jodie’s unique visor, Knight’s Visor, it allows her to do full self-heals. But I prefer Right Back At Ya! because of how it synergizes well with Jodie’s Taunt. And plus, Melody and Jodie together keep the party more or less alive.
Other than this, equipment is either locked to specific characters, or fairly obvious who they should be equipped to.
And now, what the guide is about. Tomes will be listed as they appear on my menu, so be wary of the minor spoilers here.
- Magical Girl: A healing-focused spell book that works well on Melody for literally the entire game. I know the game encourages you to swap out and experiment, but Melody and this tome ain’t broke, so there’s nothing to fix. Lovely Aura boosts her star power by 10% per ally healed, which is also neat.
- Wavemaker: Gives anyone an extra element. You’ll mostly only need Claire’s Ice and Fire elements, and there’s not much that Water does that Ice doesn’t, other than synergize well with electric elemental stuff (which, to be fair, does describe late-game Allison). I slap this on Claire whenever I don’t know what to do with her.
- Alchemist: A great way of making another dedicated healer out of the other three, but the usefulness drops off very quickly. Once you have enough money to stock up on supplies for these spells, you’re probably good on healing. Definitely skip.
- Inner Beast: An excellent physical spell book for Allison in the early-game, when you’re starved for spells. Cheap spells, easy effects, burns pair well with Melody’s Gust spell.
- Spellblade: EXCELLENT early-game spell book for anyone. Especially for boss battles, where the first turn you’re likely spending on spreading buffs around. I generally put this on Claire, because I have the first turn of many battles with just the trio spent kiss-kiss-claire does a buff.
- Chronomancer: One of my favorite spell books, and one I kept on Allison much of early-to-mid game. Once I got her ability to dual-wield via the accessory mentioned above, I unequipped this, but it’s still got one of the better buffs Allison can get in the game. Speed-Up is the major player here, but the regeneration of Time Heals Some Wounds is hard to ignore.
- Machinist: I have a hard time placing this tome, but it’s a very specific set of skills most useful around the time you first get it. I placed this on Jodie for a while after first getting her in my party, but it quickly found its way to having a shelf life (more like a book shelf life, right???) after my first time on the floating island was done. There’s better books, but there’s also worse books, too.
- Glitchcraft: Too random to be reliable, and you’ll need effects to be reliable in this game- especially with optional bosses.
- Geomancer: Go read Wavemaker, if you haven’t already. Done? Okay, so that’s pretty much what I have to say of this book, except it doesn’t even have the warmth of Damp effects to keep it useful when you get it.
- Bard: Another excellent tome! Its heals aren’t as good as Magical Girl’s, but it does make for good secondary healing and debuffs. I put this on Jodie and never took it off.
- Reaper: Enemies do enough damage to you without this getting you even less HP. I skipped it, honestly.
TL;DR: Which Tomes Are Best???
Melody: Magical Girl if you wanna heal better, Wavemaker if you wanna have a secondary spell attacker.
Allison: Chronomancer early-to-mid game, then none (needed for more SWORD)
Claire: Spellbook in early-game, Wavemaker as soon as you get it to add a third element.
Jodie: Bard or Chronomancer. It’s honestly either one.
Okay, you’ve got a tough battle you’re trying to strategize for. Here’s a simple guide to help you through most fights.
Turn 1: Melody kisses Allison, Allison self-buffs, Claire buffs Allison, Jodie taunts or buffs Allison.
Turn 2 through Whenever The Buffs Run Out: Melody heals or attacks, Allison attacks, Claire casts an offensive spell, Jodie does back up attacks or heals.
When The Buffs Run Out: Go back to Turn 1 strategy.
Or, you could make the game more difficult by doing something else. Maybe do a challenge run where Melody acts as an offensive spell caster, Claire heals, Jodie does your major attacks, and Allison buffs. This game honestly opens you up to a lot of possibilities with regards to how to build your characters, but I find this to be the optimal way of playing.
Which is to say, this is all the opinions of one gal. Play how you want, follow your bliss, et cetera. Me? This is how I learned to play the game, and thought to put this here for others that may be looking for what to do, or want to plan ahead in their first or newest run.
That's everything we are sharing today for this Super Lesbian Animal RPG guide. This guide was originally created and written by GenoAmi. In case we fail to update this guide, you can find the latest update by following this link.