What are Dives?
Dives are a form of progressive content where you fight through a series of nodes containing various enemies until you finally beat the boss level.
Dives are highly valued by players because of the generous rewards that they offer. They give credits, Eternium, Imaginary Cores (which can be spent at the Dive shop) and various other rewards depending on the difficulty of the Dive.
These are how the Dive nodes generally look like:
How do I access Dives?
Dives are found in the World Map. Once you are at the World Map, you can access a series of Dives via this icon at the bottom right of the screen:
You get 2 Dive permits everyday, which can stack up to a maximum of 10. These permits are used to clear dives within this icon, up to the maximum level of 60. Once you have cleared Lvl 60, Dive permits can be used for safe mining, where you instantly redeem each permit for 1100 Eternium and 145 Imaginary Cores.
In addition, all your office branches have a chance to spawn a Dive after a dispatch mission is finished, like this:
Special nodes to take note of
There are nodes with exclamation marks on them. This is to denote a “high difficulty” node, which will be more difficult to clear and will always reward an artifact upon successful completion. You will be given 3 random artifacts to choose from, as shown below:
There are also safe nodes, of which there are two different types. One heals your ship by 20% of their max hp, while the other gives you 3 artifacts to choose from.
The ship heal safe node looks like this:
The artifact safe node looks like this:
What do I need to do a Dive successfully?
You will need multiple teams of units to attempt a Dive (up to 4 teams). The lower levels are extremely easy and can be completed with barely levelled units, but you will need better built units and a decent team comp at higher levels
A generic team comp usually consists of 1-2 frontline tanks, 1 healer, and 1-2 dps units. Also, you do not need a full team of 8 units to begin a dive. A sample team which fulfils these criteria is shown below:
There is also a support system for Dives, where the assigned leaders of other teams can be deployed to assist the team currently in battle. These leader support units will be marked with the word “SUPPORT” and will appear on the right of your usual unit deployment lineup, as shown below:
Putting units such as Evelyn (a very strong healer) or A.Hilde (a very sturdy frontline tank) as leader supports can greatly help with clearing more difficult dive nodes consistently.
Do I have to play this on manual?
Dives are reasonably easy to play on full auto. The game will try to use as few teams as possible, starting from the first team, and will only switch teams if your current team’s ship takes damage and there are other teams with ships on higher health (in percentage). If two or more teams have ships with the same health percentage, the team with the higher ranking will get picked first (e.g., 2nd team will be picked over 3rd team if both have ships on 100% hp).
We also have dedicated guides for Main Dive Lvls 48-50 and Branch Dive Lvl 60, because these Dive levels have special mechanics that can make clearing difficult.
For Dive Lvls 51-55, there will not be a guide dedicated to them because they are less heavy on mechanics, but there are still a couple of things you should take note of.
Clareth (the boss unit for lvl 54 and and a mob unit in the boss node for lvl 55) has an ult with an extremely huge AOE, which can CC + knockback almost your entire team. You can play around this by:
- using shields and heals to just tank the ult
- skill sealing him so he cannot ult
- simply killing him before he can ult.
Ray (the boss unit for lvl 55) gains CC immunity, invincibility while walking, immunity to ultimate or lower tier hitstuns, and an enhanced basic attack which deals knockback for 20 seconds after he ults. Similar to Clareth, you can tank through the ult, skill seal him so he cannot ult, or simply try to kill him before he can ult.
Do also be aware that the boss nodes (and some of the normal nodes) come with a ton of mobs, which can greatly hinder your damage output against the actual boss unit.