Bruce Dungeon S Rank Strategy Guide

Alright by now you should probably have an idea of whats going on Bruce Dungeon S. Some of you may not but its best to stay ahead of the game. So lets go through some of the aspects of why some teams fail and how others survive. If you would like to add in your own special comment on particular situations, send in a comment below and it may be added into this guide.

There are many different strategies on completing Bruce Dungeon S. This is just one of them, other teams may be comfortable with different routes and may like all their members to stay together. This guide will cover split groups which was the norm for Bruce Dungeon A B and C. However I have played in groups where most people have stayed together and completed the mission with S.

Block 1

When setting up your party you can decide to split your group into 2. The Red Team will be played by Fortefighters, Protransers, Fighgunners, Acfrofighters, Fortegunners and ForteTecher. Fighters need to have the most HP to be able to receive a considerable amount of damage. Protransers and Gunners need to use traps to so that fighters can kill off enemies. Both Fighters and Gunners in Red Teams should equip Star Atomizers and Sol Atomizers because common failures basically come from a techer not being around to heal, or cure your stun status.

The Blue Team aka Bruce team should be played by ForteTecher, Wartecher, Acrotecher, Acrofighters. Techers will mostly heal Bruce.

Keys are #1 priority in finishing on time. Get keys first before you defeat any enemies.

During Block 1, you will encounter 4 warps. On your minimap face to the left or west to understand which warp is right and which one is left. The bottom warps are the ones closest to you. The top warps are the ones farthest to you, they are by the wall. Other team members learned the warps a different way. They might say "right warp" or "left warp."

In this guide:
Right Warp pertains to the Top Right Warp.
Left Warp pertains to Bottom Left Warp.

 

At the four warps, Bruce will say:

  • "There is only one right answer…" Top Left Warp
  • "The one Handed Sword is Easiest To Weild" Top Right Warp
  • "My Skills with a Pistol is legendary" Bottom Left Warp
  • "Nothing" Bottom Right Warp

 

Block 2

Bil De Vears commonly cause a team to fail a mission. Generally the strategy against Bil De Vears is to not knock them back with your Photon Arts. However when your under a time constraint and trying to get the most damage per second, it is unlikely you may follow this. To be more realistic against this type of ememy, Fortefighters, Fighgunners, and Protransers should attack head on, the rest should stay back and heal if needed. Fortefighters are most likely to die when Bil De Vears stomp on the ground and they become stunned. It is the job of both members on the Red Team to equip Star and Sol Atomizers if no Protransers  and Techers are present.

 

The Red Team should enter the portal for Key #2

Key #2 is a frequent death spot. The Blue Team should never enter the portal because it is a pretty small room with a lot going on. You can't always control where Bruce will run so please keep the Blue Team out of these areas.  Key #2 can be less stressful if 3 people stay in the room. Protransers should stun or freeze Bil De Vears. Fighters will attack head on, and Techers can heal ailments.

– More To Come –

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