User blog:LeafWolf233/"Guide" for grinding resources on map

=Introduction= This "guide" is mainly based on my game experience of tkrb and testing some other saniwa's experience on rss farming. All pictures are from tkrb English wiki. If you want to add anything or find an error, please contact me to edit it. XD

=Personal Suggested Maps in General=

=Analyzation on map=

4-1
C: x40  E:  x1

The branch rule for start node is: Fixed B if have at least one ootachi in team. Which increase the chance to reach whetstone node.

If you are lucky, you can get one request touken in 2 minutes.

4-3
E: x65  I:  x65  G:  x65

The rss grinding map that is favored by every saniwa.

The only thing needs to remember is don’t KBC this map if you do not want to cost rss to repair your bois.

5-2
G: x70  I:  x60  D:  x85

Personal favorite map for charcoal.

There is only one branch before the charcoal node, and the chance getting to charcoal is quite high. Here is way more efficient on grinding compare with 5-4.

The only disadvantage of 5-2 I can think of is the route is too short, whole team have difficulty to keep SF in a high lv. My suggestion is run 5-4 few times to restore SF, then get back to 5-2.

5-3
H: x90  G:  x90 

Personally I didn't try to grind rss in 5-3, so I am not sure the rate that team would reach the resource node. Need further testing.

5-4
G: x80  L:  x90

Definitely one of the hottest maps in tkrb.

The efficiency on grinding coolant, charcoal and exp is quite good, don’t need any more words to praise how good 5-4 is.

6-1
Q: x70  H:  x80

Yeap, the map scares many saniwas at first time they enter actually can grind whetstone, but require a team of high lv tantouwame which can overspeed the yari while you pick bottom right formation.

I’m not sure the min lv required for all tantouwame to overspeed yari in 6-1, but my lv91 sayo and atsushi cannot successfully overspeed while enemy picks top right formation.

7-1
L: x140  H:  x100  P:  x100  F:  x1

Personal favorite map for both steel and exp.

Even through 7-1 is famous by its heavy long-range fire from enemy, breaking troops and reparing swords are unavoidable, it is really a good map for steel under this particular team composition:

Lv 43+ tantouwame x5 & tachi x1

Tantouwame’s passive ability is dodging enemy’s long-range fire, which makes them become super suitable for 7-1; and after lv45, they won’t badly losing troops even they don’t successfully dodging, the amount of steel they grind also able to cover the steel costed on troops.

The reason that having one tachi in team is because of the branching rule in 7-1:

Having one tachi, ootachi, yari or naginata in team will lead the team go up (B) more often.

And based on my hundreds runs in 7-1, having a tachi in team really lead my team to route with steel node (H) much more often compare to other routes.

Era 7 need you team be fast enough to hit enemy before they attack, or you will heavily lose troop due to their attack. Horse is not functional in era 7, so ootachi is eliminated due its speed.

Recommend troop for tantouwame is catapult, reasons are:

-cheapest lr troop (50/100/50/50)

-has highest hp compare with other lr troop

-good enough to deal with enemy in 7-1

And if you use the above catapult receipt, you will have excessive amount of light Infantry and cavalry. How to spend them? Use unwanted cavalry on tachi, infantry can be used while training your tantouwame bois in 7-4.

=Reference= http://刀剣乱舞攻略速報.com/archives/56085427.html

https://tieba.baidu.com/p/4803682863?see_lz=1

https://wikiwiki.jp/toulove/%E5%BB%B6%E4%BA%AB%E3%81%AE%E8%A8%98%E6%86%B6

https://wikiwiki.jp/toulove/%E6%88%A6%E5%9B%BD%E3%81%AE%E8%A8%98%E6%86%B6