Ruins Retainer
an Anticipate Ghostlight Ruins build
an Anticipate Ghostlight Ruins build
Tired of having your Scratch trainer get hit a bunch while setting up, causing them to get worn down? Don't want to have to reset after missing 2 Eliminates in a row with your Meditate trainer? Do you generally just want to soak up some more hits than the usual Ruins build? Look no further than the Ruins Retainer, a bulkier Anticipate trainer!
The purpose of this build is to exchange some of the QCK found on other Ruins builds to make the trainer even bulkier, further reducing the chance of being worn down too hard and having to reset. Scratch is not entirely suitable for this, as it is a lot less effective in building up breath with less QCK. Additionally, this build tries to avoid the other major source of resets: missing Eliminates and being unable to recover safely enough to be worth it, which happens with Meditate.
Anticipate is therefore the most suitable breath builder for this purpose, as it keeps a similar rhythm to Meditate builds, allows for recovery after misses, and doesn't mind the lost QCK. In fact, the lower QCK is more beneficial in order to waste fewer turns during the setup. It is more RNG reliant than Meditate, though unless your trainer dodges too much you should easily be getting hit enough within 2 Anticipates. From my experience, this build can very frequently go in one stretch until the fodder is level 6.
That being said, Anticipate makes it hard to take on the bosses without crit luck, so I didn't optimize for boss fighting at all. Additionally, breath building can get difficult if you are training dragons to higher levels, as they start taking more hits. It's not recommended to use this build to level higher than usual.
The Build
Element: Nature and Water are the best choices, as they have no weaknesses in the Ghostlight Ruins.
Nature resists the Otherworldly Aura and Longneck Scholar, giving it the most overall defensive utility. Water resists the Aer Phantom, which is more likely to hit your trainer if encountered in a 4-pack due to its very high speed.
Avoid using Earth, as it is weak to the Aer Phantom and the Longneck Scholar while having no useful resistances.
Stats (with stones)
STR 115 - The magic number that allows you to Rally + Eliminate all normal enemies in the venue.
QCK 59 - From my experience, the most suitable QCK tier for this build. It gives your trainer plenty of speed to knock out enemies like any other build, while leaving you with the perfect amount of turns to build breath without weird interruptions.
VIT 45 - A whole load of VIT to soak more hits.
DEF 13 - This is better for reducing the effective damage taken from melee hits than pure VIT investment.
MND 6 - Leftover points.
NOTE: If you want to see the nitty-gritty numbers supporting 59 QCK, Sylvandyr came to the same conclusion I did but actually documented their findings in detail.
Stones
Core stones
These stones form the core of the build. If you're familiar with fodder builds, this should all be straightforward to you.
The breath-building cornerstone of the build. Important to note is that it generates 4 breath when used, in addition to the breath generated when the user gets hit.
The golden combo, present on most fodder builds known to man. Rally up and Eliminate away! Rally also serves as breath building filler, as it generates 5 breath.
A replacement for Scratch, for when you get Contused. Rallied Shred + Rallied Eliminate will take out all enemies under Contuse. Using Sap for this fails to KO the Longneck Medium itself, plus some other enemies.
x3 x2
The Berserker stones are required to be able to reach the stats shown above. The Ambush stones net you two free turns at the start of a battle, which are pivotal both for setting up and for blitzing through subsequent battles.
Setup stones
These are stones that provide some sort of beneficial effect to the setup process. Pick one of them, as they are cheap stones that shouldn't break your bank.
This grants your trainer a flat 30 DEF (the amount of damage mitigated is the same regardless of DEF investment) and 5 breath. The 5 extra breath helps with getting enough for an Eliminate, and the DEF helps your trainer stay healthy during the setup. This is a consistent filler ability, suitable for those who are used to the consistency of Meditate and/or appreciate the extra bulk during setup. It's also potentially useful for recovery purposes, as 30 DEF and 5 breath are always appreciated.
This will allow your trainer to take hits for one of the fodder dragons, greatly increasing the odds that they will get hit at least twice during the first Anticipate. The downside is that this isn't a 100% chance, making it less consistent than Bolster's 5 breath generation. It is also useless for recovery purposes if the fodder dragons are already down. Nonetheless, this is an option if you just want to get to Eliminating as fast as possible and you don't mind its inconsistency.





