TSH REBORNTHE COMMUNITY HUB
GAME MODES · GUIDE

Agency Assessment

Purpose and team

Up to three players clear a level/floor stage; it is the principal gear activity in the historical wiki. Bring a reliable carry, cooperate on mechanics and treat the floor timer as a team constraint. [S18]

Hero selection

For waves, grouping and area damage help: All Might, Tokoyami and Nejire are practical candidates. For a sustained boss phase, Iida, Hawks, Endeavor or another practiced manual carry may excel. This is a role-based shortlist, not an assertion that every hero has equal performance at S. [S04, S07, S09, S19]

Play the actual encounter

Stay near the pack your team is attacking. Do not scatter enemies when another player is lining up a beam or burst active. Interrupt healing enemies where required, dodge lethal mechanics and save resources if a boss becomes invulnerable. Hawks players specifically reported trouble interrupting healing enemies while locked into ultimate flight. [S33]

Weekly boosts

A boost can change which hero produces the best result. Read the displayed boost in your own client. The old published rotation predates the full 26-character roster and is not a current schedule. Compare boosted and unboosted results separately. [S23]

Why damage comparisons mislead

Floor, enemy count, gear, actives, team buffs, resonance and boost status all matter. An old screenshot of a huge total is an account-specific result, not a damage promise. Being carried also does not establish that your hero is ready to carry the next team.

Clear checklist

Confirm permit/floor and rewards; equip the cards you intend to use; check the boost; keep up with the team; handle the encounter before padding damage. When the run fails, distinguish a mechanics mistake from insufficient damage.

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