Othercide Tips And Tricks

Bullet to the head

Othercide is a turn-based roguelike strategy game. You know what that means: it’s going to be difficult! But after having beaten the final boss before review embargo and spending 30 hours in the game, here are some Othercide tips and tricks I felt like would be incredibly helpful. Each one is pretty in-depth and that means they’ll be able to help you beat some of the more difficult sections far faster than I did without these Othercide tips. 

Othercide tips and tricks

Don’t be afraid to go below 50 AP

All of your units start off with 100 AP, and each action, including moving around the battlefield or attacking, costs AP. Once you go down below 50 AP, then your unit will enter Burst mode. You can enter Burst mode in order to enact more actions during your turn, but as a consequence, your unit’s next turn will be delayed in the timeline.

However, don’t be afraid to go below 50 AP if it means finishing off a dangerous foe. The game will tell you this, but I can’t overstate how important this is, especially during boss battles. I’ll explain this in the next tip.

Invest in Reaction skills

This is probably the most important tip if you’re stuck on a boss. Your Daughters will have access to 5 different skills, and they are split into different categories. One of them is called a Reaction skill, and they activate when either your allies or enemies perform a certain action. These types of skills allow you to tack on passive damage when it’s not a specific unit’s turn.

One example is the Soulslinger’s Shadow Round skill. At the cost of 5% HP until her next turn, the Soulslinger will perform a follow-up attack every time your ally attacks an enemy, provided she’s in range, of course.

Reaction skills are what helped me get through every single boss battle, especially during the later Eras. In boss battles that allowed four or more Daughters, I generally had two Soulslingers and one Blademaster. My Blademaster had the Reaction skill, Menacing Stance, which is the equivalent of the Soulslinger’s Shadow Round.

So if I had all three reaction skills active, then I could pile on massive amounts of damage to the boss in one single attack. For example, my Soulslinger would attack first; then, my second Soulslinger would perform a follow-up attack, then my Blademaster would make a follow-up attack after that.

Now, this is for just ONE regular attack. I could burn through my AP and attack two or more times which would repeat the same cycle above again. Sure, going below 50 AP would delay my unit’s next turn farther down the timeline, but that doesn’t really matter if the boss is already dead, right?

This even stacks with Interrupting skills. So if my first Soulslinger activates Intercepting Round during its turn, once an enemy tries to attack an ally, then my Soulslinger’s skill would trigger. The only qualification for Shadow Round to trigger is simply for your ally to damage an enemy. If my second Soulslinger uses Shadow Round during its turn, then right after my first Soulslinger’s Intercepting Round triggers, my second Soulsinger’s Shadow Round will also trigger.

These Reaction skills make sure that the boss doesn’t even have the chance to move before it’s dead. Just to be clear, “activate” means selecting the skill when it’s that specific unit’s turn, and “trigger” means the skill takes effect automatically when the condition is met.

Start at Level 1 to have your unit learn as many Traits as possible

Throughout the game, you’re going to earn Remembrances, which are bonuses that you can activate either at the beginning of your next run, or any time during your current one. Defeating bosses drop specific ones, including allowing you to skip Eras, so you don’t have to fight that boss again. All newborn Daughters start at level 1, but bosses will drop Remembrances where newborn Daughters will start at a higher level.

This is helpful if you don’t want to grind. However, if you’re looking to build a specific skill set for a Daughter, like one that utilizes Reaction skills, then it might be beneficial to start at level 1.

Why? Because it provides more opportunities for that Daughter to level up and learn more Traits. Traits offer a variety of different passive bonuses, such as more experience after battle, or more damage to a specific enemy type.

Most if not all Traits have a level requirement, including minimum level, maximum level, and specific level brackets. At the end of every mission, there is a chance for a Daughter who has met these requirements to learn a new Trait. So starting at level 1 offers you the best variety of Traits to learn.

For example, I had a Shieldbearer named Innocente, who was surprisingly powerful and resilient compared to my other units, but I couldn’t understand why. I figured out it was because she had around 7 Traits that included passive bonuses such as 20% more HP, and critical hit chance +10%. 

I had kept her alive from the very beginning of my run through almost 2 Eras before wiping out. Since she participated in every single battle, she had many opportunities to unlock more Traits.

I activated Remembrance that made all newborn Daughters start at level 7, but they were weaker and did substantially less damage compared to Innocente, who I had kept alive for a long time. These newborn Daughters started off with no Traits whatsoever, and being level 7; they didn’t have nearly as much time to learn the bevvy of Traits that Innocente had.

Every time I could, I used a token to revive Innocente from the graveyard as Daughters keep their learned skills and Traits even after death.

If you have the patience, you can train your Daughter a specific way from level and load her up with Traits that can make her a powerhouse. It’ll take a run or two, but it’s well worth it when you take down the boss that’s been giving you so much trouble.