Arknights General Guide
Additional resources: Arknights Tierlist
This guide will serve as an introduction for everyone that is desperately awaiting Arknights’ global release. I wanted this to go beyond a typical beginners guide so I’ve included more advanced strategies and information that you can still reference, even after you pass the beginner stage.
So far, Arknights has 3 currencies: Gems, Originite Prime, Lungmen dollars
The only use for Gems is to pull the gacha. You can do a single pull for every 600 gems and 6000 will get you a 10 pull. You can currently obtain up to 1700 a week from annihilation mode, daily/weekly achievements award another 1200 every week, and they can also be crafted in the workshop at the base.
You can safely use all of your gems on the banners of your choice without worry as that is their sole purpose: to pull your favorite character.
Originite Prime is currently obtainable through only three methods: passing a mission with 3 stars for the first time, the initial hard difficulty clear of a mission, and finally, whaling in the game. They are a catalyst that can be consumed and turned into either stamina or gems. Each stone can be turned into either full stamina, which scales with your level, or 180 gems.
During a new event, you can often get at least 10 of these due to all the new stages that come with an event. You’ll get one stone for the first 3 star clear and another for passing the hard difficulty of each level.
That being said, they’re a finite resource. So if you’re free to play, I highly discourage using them to pull. The 180 gems per orb are pitiful compared to the other options. I recommend consuming them for stamina or keeping them for costumes. Stamina depletes incredibly quickly and each Prime grants a scalable, full stamina refresh. They are the only currency that can be used to buy costumes. 15 Prime for a normal skin and 18 for a skin with a new effect. If you decide to save all of the free ones you earn, I believe you can buy an 18 gem costume of your choice for every single event and you won’t pay a dime. Damn nice! There is also a level-up package you can buy for x amount of originite prime stones that will return you gems and additional materials. It is generally advised by a lot of players to buy them but in my opinion, you should stop when the price of the package rise to 10 stones for to me, having 1000+ stamina is greater than getting more pulls and random materials and books, but if you want it, is completely fine!
The deadliest of em all, the most precious of them all, the Lungmen Dollars! They are the equivalent of gold in other games. Lungmen dollars are used for upgrading your characters, upgrading your base, and eliting your characters. They are primarily obtained through a rotational daily resource mission and the trading sites in the base. They should be spent cautiously as the cost for leveling a character at later levels gets exponentially high. Eliting your 6★ characters, awakening if you may, to Elite II takes a ridiculous sum of 180,000. One run of the Lungmen resource mission gives you a measly 7,500 dollars and takes 30 stamina. So if we quickly do the math: you would need to run it 24 times, costing 720 stamina, which is at least 4 days of spending stamina on one objective to awaken a 6★ character. Combined with how little stamina you can use a day and having to upgrade the character to max level before you can even unlock the awakening makes Lungmen dollars deplete in a matter of seconds. Base upgrading can also rapidly consumes blow through your supply. I advise players to run the Lungmen resource mission whenever it’s open so you can stock up and prepare to upgrade a character when you hit a wall or need to awaken them.
This section will explain how the gacha works in Arknights.
Basically use gems to summon. The rates here are 2% for 6★, 8% for 5★, 50% for 4★ and 40% for 3★. If a unit has a rate up, it will occupy 50% of the rates for its rarity. Example, my 6★ rate up is Silverash, he will have 1% chance of appearing while another 1% not appearing when I get a 6★. If you didn’t get a 6★ after 50 pulls, the game will increase the 6★ rates by 2%. If you still don’t get one in the next pull, it will increase again by 2% until you get one. The rates will return to 2% after you obtain one. The rates doesn’t reset on banner change until you get a 6★.
These recruits takes Recruit Passes instead of gems. They are equivalent to Azur lane summoning but you can’t whale for it.
As you can see, you can determine how long you want the recruit to be (max is 9 hours). The longer it is, the higher the chance of obtaining a high rarity character. You may also see some sunrunes below, those are tags. Each unit has its own tags that can be looked up through the wiki. Certain tags or combination of tags gives you a guaranteed 4★ (the specialist tag). You can also obtain 6★ units but that requires a special tag, which is very very very rare but if you happen to get it, is a guaranteed 6★ (granted you set it to 9 hours). Like Azur lane, the process can be sped up with a ticket that can be obtained through daily mission or exchanged in the shop with yellow tickets. One thing to note is that currently all the obtainable 6★ through open recruiting are units that came with the launch, any 6★ that got released afterwards aren’t obtainable through open recruiting.
In both the recruit system, there are exclusive units for both of them. The exclusive units for Direct Recruiting are DeepColor, Angelina, Skyfire, Eyjafalla and all future 6★ while for the open recruiting, the exclusives are Indra, Vulcan and Estelle.
Tickets are awarded to players upon pulling a new character or a duped character. So far in the game, there are green tickets, yellow tickets and also red tickets that aren’t awarded through pulling but through farming instead. You can also get tickets through exchanging them with characters. If you happen to max out the talent star of a character (dupes upgrades talents which give minor boost), these additional dupes can be exchanged for more tickets, both green and yellow depending on rarity, only available when the unit is max talent
Green tickets are awarded when you pulled a 3★ (5 tickets) or a 4★ (30 tickets) dupe. They can also be obtained through exchanging with 3★ units (5 tickets). They can be used to exchange materials, Lungmen dollars, gems, gold bars etc in the shop. However, these items are limited. Once you finish exchanging items in tier I, tier II will be unlocked with different sets of items for you to exchange. Tier III is also available and that tier is unlimited exchange but you can only exchange Lungmen dollars and gems. The items reset every month so you can exchange them again.
Yellow tickets are awarded when you obtained a new unit for the first time (1 ticket), get a 5★ (5 tickets) or 6★ (10 tickets) dupe. Exchanging 4★ (1 ticket), 5★ (5 tickets) and 6★ (10 tickets) units also gives you yellow tickets. They can be used to exchange advance materials, catalyst, gacha tickets, 5★and 6★ units that changes on banner switch. Advance material exchange has no limits, but catalyst has a 30 exchange limit while units can only be exchanged once. Same as green tickets, it resets every month.
I advise people to avoid the 6★ because it takes quite a while to save up and you will most likely miss out on the 5★ (which can be really good) and gacha tickets. I choose more diversity over more 6★ units all day. But, nothing wrong if you so choose to save up for it.
These tickets are farmed through a resource stage that is only opened on Monday, Thursday, Saturday and Sunday. It is the main currency used to exchange a catalyst (players are highly discouraged to use yellow tickets to exchange catalyst) that is used to craft double chip sets (see Elite System). Red tickets can also exchange units that changes whenever Hypergraph feels like it. CN wise, is changing this November.
You may see a hexagon shaped item on yellow and red tickets item list. Those are items that can be used to upgrade the talent star of a character. The purple ones are for 4★, yellow ones are for 5★ and black ones are for 6★. You need 4 of them to upgrade a unit’s talent tree by 1, max is 5. Never exchange them because upgrading the talent star provides very minor boost. Unless, you are a really really really big whale but at that point why not just get the character 6 times for max talent?
Arknights’ way of saying awakening. Every unit has access to Elite I but only units that are 4★ and above have access to Elite II. Eliting a unit resets their level but not their stats and increase their cap level by 10. Elite I unlocks unit’s passive, unlock an extra skill for them (besides 3★) and finally increase deploy cost by 2. Elite II is usually minor stats and passive upgrade, but 6★ gets to unlock their third skill and a second passive, something that only they get to enjoy (Outside of a few exceptions like Amiya). Elite II rarely increase deploy cost but for certain units it does. Before you can elite a unit, you need to upgrade them till they are at max level. The level depends on your the rarity of units (3★ are 40, 4★ are 45, 5★ are 50, 6★ are 60). Elite takes class chips that can be farmed through a dedicated mission that changes daily.
If say, you want to elite a sniper, you will need the sniper class chip and the stage for it is only opened on Monday, Tuesday, Friday and Saturday. The stages doesn’t drop one type of class chip only, it drops 2 types. So, if you are really unlucky, you can get a bunch of chips that you didn’t want, but thankfully you can trade 3 class chips for 2 class chips that you want. However, you can’t do Vanguard chips for Defender Chips because they both drop in different stages, you can only trade 3 chips for 2 if they drop in the same stage (like vanguard and supporter). Elite I also takes Lungmen Dollars and materials that can be farmed through stages.
The grind starts at Elite II however. Elite II isn’t available for 3★ at the moment but no promises that it won’t come in the future. 4★ elite II is drastically more simple than 5★ and 6★ units for they don’t take double chips which requires 2 identical chips and a catalyst to be crafted in base. The catalyst itself is another currency grind and is the only way to obtain it other than events and daily login reward. 5★ take at least 1 type of material that is extremely rare on drop-rate and most players just craft them in base through grinding the more easily obtainable materials. 6★ however, takes at least 1 type of material that is formed from extremely rare materials, which makes you grind even harder. They don’t drop in any stages, is only attainable through crafting. Is one of the reasons why people complain about Elite II for 6★, the grind is real. They also take a lot of Lungmen Dollars because remember, you have to grind them to max level Elite I first before you can Elite II. The cost for leveling increases every time you elite or level a unit. Elite II units also get a new artwork but no new sprites which is a bummer, but the Elite II art are very nice and 6★ ones are especially epic.
The elite system also applies to skills. After reaching skill level 7, you will have to elite II your unit before you can proceed to level 8,9 and 10. You will have to unlock the training center in base as well. Eliting skills takes up Lungmen Dollars, materials and skill books compared to normally leveling skills, which only takes materials and skill books. Skill level 8 takes a fair bit of materials but is still manageable but once you hit level 9 and level 10, the materials go wild, even more than Elite II units, if you can believe it. Currently it isn’t really needed so unless you have a lot of spare resources, I don’t advise you to do it. However, some units does have a major boost when eliting skills, one being Blue Poison, her S2 elite I and S2 skill level 7 has a major gap in terms of damage.
You also need to constantly upgrade the training center in base in order to elite your skills till Elite III (max level). Base upgrades I won’t get into it too deep but it is also quite expensive to do. So, skill elites, don’t do them unless you know that it is going to benefit your team by a margin.
This section will introduce you to game mechanics and such. If you already played the game through tutorial, you can safely skip this section.
Cost are what you use to summon units onto the battlefield. It is recovered by 1 per second. The maximum amount of cost you can have available is 99 while how many cost you can use per battle is unlimited
How many units you can have on the battlefield at once is decided by the deployment limit. The limit differs from stages to stages but usually you can have up to 8 on the battlefield at once.
Range decide how far and how wide your units can hit. The range is calculated by tiles.
This section will introduce you to the 8 classes within the game, but it will also include sub-classes within classes so you can know what the units do and how they work better.
The first to land on the battlefield and the first to leave. They have a low deploy fee and are usually deployed first. Their job is to generate deploy fee for the player while fending off some early enemies that are usually pretty weak. Generally, they retreat after they have boosted the player’s deploy fee enough and they rarely see the battlefield again. Although, some see use soloing certain targets.
Cost Recovery Type
The most commonly used type of Vanguards. They block 2 enemies and have skills that generate deploy fees on activation. Some Vanguards’ skills generate the fees instantly while others generate it over time. Examples of Cost Recovery Vanguards are Zima and Texas. Video Showcase
These Vanguards generate 1 deploy fee every time they kill an enemy. This means as long as they get the last hit, you get +1 deploy fee. They all block 1 enemy and have a higher attack and defense compared to Cost Recovery Type Vanguards. When they are retrieved, they return 100% of the fee used to deploy them instead of 50% like other units. Combined with their low cost, they can be used to clear out certain enemies that spawn right at the start of the battle without sacrificing any deploy fee. They’re also great at drawing enemy fire.
Physical damage units that occupy the high-ground spots. They tend to have a lower deploy cost compared to their magic counterparts.
Snipers that specialize in dealing with flying units. They prioritize flying units first and have relatively fast attack speed. They are deployed very early on with the Vanguards because of their low deploy cost and to help deal with swarms of low-armored enemies. Due to their fast attack speed, they have a low attack value when compared to ground units. A few examples of Aerial Snipers are Exusiai, Platinum, and Blue Poison. Video Showcase
Snipers that deals AOE damage (Duh?). They have greater damage and greater range when compared to Aerial Snipers. In exchange, they have a lower attack speed and cost twice as much as Aerial Snipers to deploy. Their range is in fact the widest among all classes (Not counting Firewatch). They are usually deployed to deal with waves of enemies that have high magic resistance. An example of an AOE Sniper will be Meteorite. Video Showcase
This type of sniper is usually less versatile compared to the other snipers. They currently have a higher deploy cost than Aerial Snipers but lower than AOE Snipers. Their range runs the gamut. Firewatch has a very wide range, while Provence has a very short range. They can’t really be generalized, so treat them as snipers that are really, really good when the situation they are designed for is met. Video Showcase
The ground damage dealers. They are like tanks, but instead of being defense-focused, they focus on damage. They have the most sub-classes among the 8 classes. Coincidentally, they also have the most units currently in the game. In fact, Arknights got the nickname ArkGuards.
The most commonly used type of Guards. They can do ranged attacks before the enemies get near them and they can attack flying units. The catch is, the ranged attack is only 80% of their attack. They can also melee enemies and are all able to block 2 enemies. They are widely used due to how simple it is to position them. Since they can do ranged attacks, they can be placed behind tanks. Other guards must compete with a spot a defender might want to use. Their attack range also looks like a dong, which is just great. Examples of Ranged Guards are My Dear Lappaland and Silverash. Video Showcase
Block One Guards
Guards that block only one enemy at a time. They have the highest stats among all the guards. They tend to have a greater HP than defense as well. They are usually used to solo certain annoying enemies or guard a lane alone. They are also perfect when it comes to killing mages due to their high HP. Example of Block One Guards are Melantha and Franka. Video Showcase
Block Two Guards
Guards that block two enemies and attack all of the blocked enemies at once. They have lower stats when compared to Block One Guards but generally higher than Ranged Guards. In my opinion, they are slightly harder to use than other guards because they usually occupy a spot a defender would take. They can do more damage, but they also have lower survivability, which means they can die if too many enemies come at once. They also block one less compared to most defenders. However, most of them do get block 3 on elite II which is a bonus. Example of Block Two Guards are Specter and Savage. Video Showcase
Guards that deal magic damage instead of physical. They only block one enemy at a time and their damage is pure magic. This is a very niche use early-on in the game and there is only 1 unit that is currently in this subclass which is Mousse. There is however a new 5★ Magic Guard but I will neglect her for now since she won’t be available when Global comes out. Video Showcase (A showcase of her instead of Mousse).
Pure Magic Damage units that occupy the high-ground spots. Their higher cost compared to snipers can be attributed to how magic damage is calculated.
Casters that deal damage to one target at a time. They have slow attack speed. The cost to deploy ranges from around 19 to 20+. They are very good at dealing with heavy tanks that walk very slowly which compliments their similarly slow attack speed! Video Showcase
They deal AOE Magic Damage. They currently hold the highest cost to deploy which is around 30+ for all of them. Usually, they are used to deal with swarms of enemies of any type since magic damage is basically true damage for most enemies in the game. They work in more scenarios than AOE Snipers which rely on an enemy’s defense not being too high (Unless it’s Meteorite). Their range is also very short, which is the main reason why they have fallen off the meta a bit recently. Video Showcase
Healers. They heal and sometimes buff. That’s all.
They heal one target at a time. Nothing much to talk about so I’m just gonna mention that Warfarin is the only one that depletes your HP (For damage buff) and also has the ability to heal by percentage. Also, a lot of healers are supposedly really good warriors that have decided to do medicine because they are so overpowered they’ve gotten tired of killing.
They heal up to 3 allies at a time and can heal allies behind them without facing them, two things that Single-Targeted Healers can’t do. They tend to have half of the healing power that single-target healers possess, but in-turn, they can heal multiple allies at once. Video Showcase
Tanks, essentially. They can hold off, at minimum, 2 enemies, but all defenders can hold off 3 enemies once they reach Elite I. They have low damage, high defense, and high HP (outside of Hoshiguma, who also has high damage). They generally are deployed last since heavy-hitting enemies don’t spawn until the mid-late game.
They block 3 from the start, and stay at 3. They tend to have either a really high defense or a really big HP pool, but rarely both. Hoshiguma is the only exception. She not only has high defense and high HP, but she also has really high damage. Since she excels at all stats, she’s been dubbed the hexagon warrior. While I’m citing exceptions, Cuora is the only defender that can block 4 enemies and she can reach the highest in-game defense of 3800+ while being only a 4★. Video Showcase
Defenders that also double as healers. They have skills that can heal not only themselves but also nearby allies. They block only 2 enemies before Elite I and block 3 once they reach Elite I. They have seen more use recently in CN because later levels start to have limited high-ground spots and are usually occupied by damage dealers. This means having a healer on the ground helps survivability a lot. Video Showcase
They are supports in the game. They tend to provide some sort of debuffs to enemies or buffs to allies while dealing decent magic damage. Summoners also belong to the support family., tThey summon pets or minions or drones that aid you in combat.
They deal magic damage that delays the enemy’s action by roughly 0.5 seconds Currently, it’s kind of a niche skill because there aren’t any stages that require players to actually hold the enemy. Supports also naturally deal less damage than casters, so you might as well use Casters instead if you don’t need the delay. Unless you really need lower cost magic damage. The only exception to this caveat is Angelina, who is not only a 15 cost, AOE-damage unit, but she also has passives that buff allies and a skill that decreases Weight Level (check Specialist). I mentioned that AOE casters are short in range, but again, Angelina defies this rule. She has a really wide attack range, which makes her able to replace AOE casters most of the time (alongside Eyjafalla just being an AOE caster as well). Video Showcase
They summon pets that can be used as units in battle. Their skills and passives revolve around these pets. They do not occupy slots in your team (how many units you can bring into combat) but they occupy deploy spots and deploy limits. This is why they are generally categorized as niche because as good as the pets are, they aren’t as good as having actual units. However, Hypergraph recently announced they will be releasing a new type of game mode in November that seems like a place where Summoners can really shine. Until then, they are generally just for fun. Video Showcase
They apply debuffs to enemies and buffs to your allies. Currently, there are only two:, Paraminix and Sora. Paraminix applies defense and magic resistance debuffs to enemies, while Sora heals and applies a damage buff to your allies by singing instead of attacking the enemies. Paraminix is worth investing in, but Sora I’m kinda iffy about. But she’s not a bad choice either. Video of Sora Singing
They possess the ability to push and pull enemies around. Due to the convenient pits in the game, you can push or pull enemies into them and get instant kills. Specialists don’t have a particularly weak or strong side since they are fully utility so tier lists rarely rank them. Other specialists are units that have less than 10 seconds of redeploying time and Manticore.
Pushers and Pullers
They can push or pull enemies around. Nothing much to say but I will explain how they work. You can push any enemy or pull any enemy, but there is a threshold you need to pass before you can actually move them by 1 block, which the game calls Weight Level. Upgrading a Pusher or Puller’s ability increases the strength of their push or pull. The greater the strength, the better they can push heavy armored units. Angelina can also increase their strength indirectly with her S3 that lowers enemy’s Weight Level by 1, making them lighter and easier to displace. Video Showcase (Pusher). Video Showcase (Puller)
Unlike other units, which take 1 minute to redeploy after death or retrieval, these units can be redeployed within 10 seconds. Their niche is to pick off small enemies or draw enemy fire. They also hold the lowest cost to deploy of all unit types with a maximum of 9.
Manticore has stealth and that’s it, so uh, no dedicated section for her!
I will just go through very briefly on how to build a general team for most cases. Treat it just as a template, intermediate users and such probably won’t benefit much from this but newbie should be able to use it as a jumpstart to making a nice team. Please note that in the end it still depends on the stage, so know when to adapt.
The general rule to remember here is Damage > Healer > Tanks. Getting a good DPS and investing in it will yield the biggest improvement to your team and prepare you for most stages since no stages tell you not to kill the enemy. Healers are second because DPS needs to survive and they rarely can do self-heal. Healers play a major role in all types of teams for they increase the entire team’s survivability and early-on, having a good healer can basically carry you all the way till late-game. Last, are tanks. Currently, tanks are kinda living in this weird limbo for me. They are needed everywhere but they don’t actually need that much investment. Investing in Healers can improve their survivability, as well as the entire team’s survivability so, you might as well divert resources to healers first. Enemies currently also don’t deal enough damage to require players to bring Elite II max level tanks. Cuora, a 4★ defender gets the job done even till late game for most players. It is nice to have Hoshiguma or Liskarm but changing them won’t yield that much of an impact compared to the ladder.
2 Vanguards, 1 Aerial Sniper, 1 Healer, 1 Caster, 1 Guard, and 2 Tanks is what I generally use as a starting point for any team. 2 Vanguards for deploying fee generation, you can go with just 1 but you will be a bit tight on fee if enemy spawns quick and charge from multiple lanes. 1 Aerial Sniper because 99% of the stages has at least 1 drone in it, and they are perfect for early clear to relieve some pressure and prevent vanguards from leaking enemies. 1 Healer is obvious but usually, I go 2 but 1 can work if the stage doesn’t have too much pressure on high-ground units. 1 Caster 1 Guard to add more DPS and deal with Heavy-Armored units while 2 tanks just to be safe from leaking and enemies having too much damage. The additional slots can be anything depending on your situation and your liking. It could be specialists, supporters, more guards or more healers. It isn’t a perfect template but I say is about 90% there.
If you are really, really, really hardcore and want to be the best of the best in min-maxing, this section will benefit you. It goes over how the game calculates damage and deal with buffs.
Physical Damage Equation
Physical damage against enemies is represented by the formula:
In the formula, n is equal to how many times you attack in one go. So for example if I have a 600 physical damage character and the enemy has 100 defense, the total damage dealt will be 1(600-100) which is 500 damage. It is a mere simple + and –. If say my character attacks twice in a single swing, it will be 2(600-100) which is 1000 damage. The more attack you can do in one swing, the better. You may also notice that the ≥ symbol behind, this means that no matter how high enemies defense is, it will never be zero, in the case of if the enemies defense actually is greater than your attack (meaning a negative number), the damage dealt will be fixed at 25, you cannot go lower than 25. Another thing to note is when you have defense debuffs on the enemy, so much that it’s defense becomes negative, you can indeed increase your attack even more that way. This only applies for physical tho, magic doesn’t have this mechanic.
Magic Damage Equation
Magic damage against enemies is represented by the formula:
As you can see, instead of minus and plus, magic damage is calculated using times and divide. If I had a caster with 600 magic damage and the enemy has 50 magic resistance, damage dealt will be 1(600x(100-50/100)), which is 300 damage. The n in the formula atm will always be one currently for no mages do multi-attacks yet. Unlike physical damage which has a limit, magic damage dealt can be 0. Meaning if the enemy has 100% magic resistance, they can receive 0 magic damage, this applies to your units as well. In the event in which you have magic resistance debuff on an enemy that has no magic resistance, you will not be able to do more damage through it, you will just deal what your attack currently is at max.
The previous two formula is still the basis of our damage calculation but when buffs are involved the entire calculation becomes a bit messy. So, let’s learn it one by one. The first one is dealing with straight damage buff (Buffs such as 70% attack increase, 80% attack increase), The formula goes like this:
So say you have a 600 base damage character. If she were to receive 100% damage increase from her skills and 90% from an ally, it will be a flat 190% increase to attack or in our case, a 1.9x increase in damage. Now that is only for straight damage buff, there is also another type of buff, which is buffs that increase damage taken by enemies (Saria’s S3 for example), for the sake of simplicity, I will take them as buffs for your ally. The formula for them is:
It is calculated after the total attack which you may or may not have buffed. Instead of adding up buffs, it is now times all the buffs. So if say I have 2 buffs that makes enemies take 20% and 50% more damage respectively, it would be 1.2*1.5 instead of just adding 0.20 and 0.50 and +1, it is now counted as two different values. Now that we know how to calculate buffs, how about we set a situation and try how they all work together?
I have a 700 base damage unit, it has a 300% skill multiplier. I buffed it with a 70% attack boost, an 80% attack boost and a flat 300 increase in attack. I also have a 50% extra physical damage and 70% extra damage received by enemies. The enemy will have 100 defense. First, we calculate how much attack we have after all the boost.
As you can see, we added up all the boost, which is 150% or 1.5 in our context, the flat 300 damage is simple adding. Now that we have our total attack, we can find our total damage dealt:
Note here that the skill multiplier depends on our attack so it is calculated here instead of with the attack buff. This will be how much damage we will deal if the enemy has no defense but we set its defense to 100. So now we just slot it into the equation.
And there we have it, the final damage we will deal onto the enemy! All the steps are the same for magic damage just swap the last equation with the magic damage equation and that’s it!
I know, I know, there is so much more I can talk about. Positioning, Base, Characters to look out for, Tips and Tricks on the daily grind! But I just wanted to cover all the essentials here and the entire guide is getting a bit too long for my liking. I will be talking about the Base system next time because it deserves its own entire guide in my opinion.