#Accele MP Gain Up Active
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Our Chosen Future
Obtainability: Limited to purchase through the Agent Magica Event Shop. This is event bonus memoria.
MLB Effect: Blast Damage Up [35%] & Accele MP Gain Up [20%] (Self / 1 Turn)
Effect Definitions:
Blast Damage Up is a straightforward buff that means Blast Discs will deal more damage. Blast Damage Up has a capped percentage at 100%.
Accele MP Gain Up will increase the amount of MP gained by using Accele discs.
TLDR: Depends on what kind of units you're using and how much of a whale you are.
Review: This memoria is most similar to the limited three-star memoria "Misunderstandings and Broken Hearts", but you can compare it to many different flavors of memo as seen below:
(Limited 4*) “This Year's Final Treat” Accele MP Gain Up [30%] & Blast Damage Up [60%] (Self / 1 Turn)
(Limited 4*) “Fuuuusion” Accele MP Gain Up [22.5%] & Blast Damage Up [40%] (Self / 1 Turn)
(4*) “Latent Strength of the Tokime” Accele MP Gain Up [22.5%] & Blast Damage Up [40%] (Self / 1 Turn)
(Limited 3*) "Our Chosen Future" Accele MP Gain Up [20%] & Blast Damage Up [35%]
(Limited 3*) “Misunderstandings and Broken Hearts” Accele MP Gain Up [20%] & Blast Damage Up [35%] (Self / 1 Turn)
(Limited 3*) “You Want to Meet AI” Accele MP Gain Up [15%] & Blast Damage Up [25%] (Self / 1 Turn)
(Limited 3*) “Grassroots Valentine” Accele MP Gain Up [15%] & Blast Damage Up [25%] (Self / 1 Turn)
This easily purchased event shop memoria has easily power crept other event shop memoria such as "You Want to Meet AI" by giving more percentage for its effects, but to be honest, that isn't saying very much.
Before addressing how good the memoria is, let's first address the memoria's main issue: Accele MP Gain Up and Blast Damage Up don't really go together all that well. Memoria like this are okay if you enter a fight unknowing of what sort of strategy you'll be using on a unit that has two accele and two blast discs, or perhaps on support that could be built either way as a straight-up fighter or a magia unit (such as Tsuruno Yui), but otherwise "Our Chosen Future" suffers from having two effects that don't benefit each other.
The only other possibility (maybe) would be a unit that gains MP from using blast discs-- but this is still a wild maybe. After all, you'd need to use an Accele disc too for both effects to actually work. Accele > Blast > Blast would work, but then you're losing out on the blast damage combo. Overall, these just aren't two effects that you'll willingly want to use often together.
With that in mind, this review will focus on the Accele MP Gain Up aspect of it, because Blast Damage Up is very easy to find. In fact, there's a three-star unlimited memoria with a shorter cooldown and higher Blast Damage Up yield that you can grab easily:
(3*) “Begin a Hunt” Blast Damage Up [50%] (Self / 1 Turn)
Even a single copy of the following memoria will give you more Blast Damage Up over "Our Chosen Future"
(4*) “Unwavering Belief” Blast Damage Up [60%] (Self / 1 Turn)
So with that in mind, let's talk about that accele mp gain up.
Whether or not you use this memoria depends on how good your units are and how good your other memoria are. At a certain level of gameplay, Accele MP Gain Up is rarely going to be seen, let alone used, and if it is going to be used, you'll probably being using something that gives higher yield than a 20% Accele MP Gain Up bonus. That feels absurd to say maybe 3 years ago, but the game isn't in the same state as it was then.
The issue is that Accele MP Gain Up affects Accele discs, and if you have the right characters, you're not going to be using those often if at all. In higher-tier magia kimochi, you'll want to increase mp gain up at all costs instead; having the right units means you might not ever need to even touch an accele disc.
Of course, it's possible you might still want some Accele MP Gain Up to set up your rolling endless Magia strategy, but you're probably more likely to use memoria such as “Sudden Pajama Party” or “Towards the True Conclusion” or even “Budding Sweetness”; all of which offer more usefulness overall than a one-turn simple accele mp gain up.
If you're not a whale, if you're free to play or if you need any help you can get in getting mp out of accele discs, then this is a very decent memoria. The Accele MP Gain Up is surprisingly competitive and higher than some of the unlimited memoria you can acquire in the game, though it's beat out by the max-awakened "Latent Strength of the Tokime". However if you don't have a max-awakened version of that four-star memoria, this one will do in a pinch.
Overall, this isn't a great memoria despite the powercreep. Whether or not you'll use it depends on what you already have and how many excellent units you're fielding.
You'll probably want to keep it regardless in the chance that this collaboration event gets a rerun in the future.
#Magia Record#Agent Magica#Three Star Memoria#Welfare Memoria#Event Shop Memoria#Blast Damage Up#Blast Damage Up Active#Accele MP Gain Up#Accele MP Gain Up Active#Chisato Nishikigi#Takina Inoue#Event Bonus Memoria
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Since I haven't seen anyone gush about the new personal memoria yet I'll do my part. Kinda funny I made a long post about the mechanic and the devs immediately follow up with a new batch. Yay to that!
Honestly? I think the new ones are even better than the previous ones.
(Credit to the big Discord server for this compilation)
Rena: A good amount of accele MP gain up + doppel damage up is decent but the real treasure is her newly found permanent MP Regen for 10.5 each turn. The thing about Rena is that she was one of the OG accele gorillas which meant back in the day she was one of the best girls to build and cycle magia on. Nowadays she is still somewhat fine (good single target DPS but her lack of automatic MP recovery outside of the magia itself and lack of attribute strengthened damage leave her outclassed). But having to rely on purely discs to build magia is not really the way to go anymore (mind you she is an attack type so her percentage for mp gained from accele discs is at 100% instead of the 120% for magia units). So while it will not make her top tier all of the sudden having more self sufficient magia cycling can help her keep up in non optimized teams.
Momoko: Permanent charge conservation might be huge and that's for us to find out. I think she has the potential to be an amazing DPS for teams that don't really have access to charge conservation and don't usually roll for her charge strats (le me for example I'd rather not charge but oh well). Always having permanent ignore defense should make her an even bigger mirrors threat. Good for you Momoko.
Kaede: Kaede is a decent all rounder and the go to forest unit for early and f2p players since she can blast quite well and has some serious damage output on her magia. Not to mention she can solo a Kimochi so you go girl. What her memoria does is essentially an attribute strengthened doppel nuke (three massive damage modifiers for one turn) which should help her Kimochi performance quite a bit. While she does not have an MP recovery, her magia increases accele MP gain up which helps her cycle magia with her own accele discs (ergo solo Kimochi strat). But her lack of ways to buff her DPS is notable especially nowadays so having a nuclear turn should boost the damage scores. Not to mention that even though this is an active memoria it gives 1500 Attack instead of any defense so even more damage.
Nanaka: Blast MP is a MUST on every modern girl and I think the trend started with Ashley? Anyway most of the early blasters, even 4* ones like Kyoko or Holy Alina don't have it (not even when SE started coming out). So good for Nanaka she gets to enjoy a mechanic they should have gotten all along.
Blast, the former king of NA, has little to no place in modern Magia Record. Aside from charge blast strats that is (which dedicated magia strats can bypass with the right setup).
I don't think Nanaka is gonna reclaim her NA glory but it's nice to know that in long fights she can reliably get to magia (it's attack + dew down and buff cleanse so quite utility oriented. Kinda funny because it's Hazukis Magia but with buff cleanse instead of curse). Also 30% aqua attack up is nice. Nanakas biggest issue is her SE which is all over the place but that's a discussion for another day.
Kako: I think her personal might be the same as Natsukis so Accele MP gain up + Defense up + Permanent MP Regen. Its good, Kako is a decent unit for low rarity teams because of her accele draw and strong healing. So having her be better at gaining MP makes her even more reliable. Even though her memoria is a passive one it gives defense so choosing this memoria will hurt her DPS (but with some buffing from teammates her doppel can still delete an enemy)
Meiyui: Honestly most low rarity charge units suck. So does Meiyui who does so many random things. But now she gets to have a boost to her charge combo count up (it should be +4 now) and together with her charge draw personal she can potentially be a decent unit when you want to go into charge strats and don't own fully slotted and/or dedicated units. The rest of her buffs are alright I guess but not worth talking about.
Konomi: Oh boy our girl Konomi got a funny one. Her memoria will give her a 100 MP for the next turn and also a nice three turn defense boost. Fast MP and fast magias are always nice. You know what's even better? She has Fast Mana in her SE which means her mp is partially full at battle start. Throw in an accele combo with maybe one disc of hers or some MP recovery by other means and you potentially got a turn two doppel. Now her doppel is weird with it's damage in a horizontal line mechanic but considering it's Konomi you don't play her for damage.
Her effects are nice tho. A good teamwide heal, massive defense buffs for five turns, Accele MP gain up for all and mp regen for herself (doppel only, we love mp self sufficient units). So if you run into any situation where you know you will need a good heal or big defense buff your next turn just slot Konomi and proc her new memoria for basically a free doppel.
I think none of those units will suddenly become meta threats aside from maybe Momoko in mirrors and Kaede who already acts as a solo Kimochi threat but it gives players who WANT to use those units some more ease to slot them and use them.
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Shitty Review of Uwasa Mikoto
I keep rewriting the big review post (the problem is that talking about Uwasa Mikoto means talking about Regular Mikoto and it's a headache) so let's do a little one with my thoughts that is less intimidating:
TLDR: Nice but not a must-have. If you don't have a good generalized attacker for things like Hundred Evils, you may want to invest.
I'd put this under a cut but you know what, I won't! I wrote all this, y'all are gonna have to read it or scroll by it cause fuck you
Uwasa Mikoto is a better version of Regular Mikoto.
Uwasa Mikoto is a Support/MP Support/Tank Support, just like Regular Mikoto, but now Uwasa Mikoto can actually deal out damage.
She gives the whole team Strengthened Counter which can hilariously kill enemies when they attack you. It's better (in some ways) than regular Mikoto, whose attack did fuck all when she would counter back.
Uwasa Mikoto can gain MP much more easily than Regular Mikoto through her SE which gives MP Gain Up and MP Up When Damaged, something that Regular Mikoto really ought to have had.
She also comes with a passive 40% MP Gauge on Start, and you can combine that with her shitty personal that gives 15% MP Gauge on Start (and Accele MP Gain Up). This makes it easy for her to hit Magia/Doppel on turn two just by taking a few hits from the enemy, something she can handle easily with her good stats.
VARIABLE makes her very interesting. She'll have it on herself for three turns and then can get it back for more turns on Doppel. Couple that with the Doppel's MP Restore and her penchant for gaining MP when getting hit, and you have a very tanky support who can whip out some damage fairly consistently.
She's more selfish a unit in some ways than Regular Mikoto. For example, she no longer gives the team 5 MP Regen for three turns and she no longer will give the following on Doppel: Reflect Debuffs/MP Up When Damaged/Strengthened Counter to the team either. Instead she gives herself Damage Increase, Reflect Debuffs, Variable, and MP Restore.
She DOES give MP Restore on Connect, which is always nice.
I was testing out Uwasa Mikoto and comparing her to Regular Mikoto for a while today. Both of my units only have two slots, which is kind of a problem for someone you want to tank, but I found that Uwasa Mikoto was still decent without her last two slots. I started off with a really silly but fun team comp for mirrors:
This actually proved pretty enlightening in some areas. For example, you obviously don't want to field two Mikotos, but also all these supports start to run into and interfere with each other-- not enough to keep me from winning, but enough that these girls who want to take hits just weren't getting them. But first off, some things I noticed, especially regarding both Mikotos:
First off, like mentioned above, all these girls but especially both Mikotos want to take hits and will end up stealing hits from each other. This is especially bad when Uwasa Mikoto has mp gain up when damaged and Regular Mikoto has Guardian, which kinda interferes with that.
Secondly, for Darkness Mitama at least, the whole Reflect Debuffs thing doesn't work when the enemy team is Skill Sealed, so it felt sort of like a waste.
After that, there was an unexpected issue that really should have been expected by me. Both Mikotos come with barrier-- Mikoto with a higher barrier for herself, and Uwasa Mikoto a smaller barrier for the whole team. Barrier will always choose the highest source, so it feels sort of like a waste to use both at the same time, especially since regular Mikoto will have Guardian and should take most of the hits.
This made me realize a small issue that Uwasa Mikoto will have on more established accounts (that prioritize good units)
All three of these gals can give the team barrier. Infinite Iroha will give 5k + 3% Regen HP on her SE Active, MadoIro will give it on Magia/Doppel (for 5k and 8k respectively), and Uwasa Mikoto will give it on her SE Active (5k + Str. Counter for 3 turns) and on her Magia/Doppel (8k and 10k respectively).
This isn't a bad thing and you can sort of play around it? But it does present a problem-- Barrier won't stack, so using all their doppels on the same turn feels like a bad idea, especially on punishing fights. But sometimes you really want to use all the doppels on the same turn, and you'll feel punished for that.
This isn't the worst thing in the world by any means, it just shows that Uwasa Mikoto has a lot of overlap with other units.
Additionally, as much as she can be compared to Regular Mikoto, I think you can also compare her to a lot of the recent fast mp magia units released. She'll gain mp quickly and can be firing off Magia/Doppels pretty easily, especially when she tanks like you want her to. That said, she does have a flaw-- she can't heal herself. The barrier is supposed to help with that (and her good stats), but eventually you'll want to use a healer... and some of the best healer choices come with-- you know-- barrier.
Then again, I suppose she'd pair well with units like Scene zero Madoka or... Kako if you're lacking in good heals.
Really, if I had to compare her to someone... Yeah Regular Mikoto comes up, but so does Uwasa Sana? Both are self sufficient Balance types with a lot of defense and potential attack power. Like don't get me wrong, this is NOT the best comparison, but both feel like "brawler" types-- they can stand on their own and take a lot of enemies down with them.
I also felt like her Strengthened Counter was far more useful here. I outright saw her kill a tank after getting hit twice, which was hilarious and also made sense-- According to the Fandom Wiki, Strengthened Counter "has a base power of 120%", which makes her counter-attack pretty weighty. Is this a good thing? The benefit of Regular Mikoto is that she's not dealing a lot of damage, which is strictly good for stuff like the old version of Ranked Mirrors, meaning that you can prolong fights. However, Uwasa Mikoto should be more helpful for regular PVE at least.
I actually think that she might be a decent choice for things like Hundred Evils, if you don't have a good attacker already. The variable gives her a good way to deal lots of damage right away, she can easily earn MP, and her ability to reflect Debuffs should prove hilarious.
She's not as much a team player imo than regular Mikoto, and I kind of wish that her kit was either more selfish, or more supportive. For example, it's great that she gives the whole team Strengthened Counter now, but since you actually want to use her discs, it feels less useful.
Oh I should have done this earlier, but this is how Uwasa Mikoto stacks up when compared to other units, and this is considering a team with full SE and AE:
Higher than Kimochi Rabi (which shocked me), but under Konoha. Fairly middle ground-- but again, factor in her Variable and you can see how she starts to become a real decent fighter.
Basically, I think she's a decent brawler-type character who is a much more damaging version of her original version. She still functions well as a Tank and really wants to take hits, but her support is more limited than her OG version. Strengthened Counter can outright kill people which is HILARIOUS to watch.
The only other thing I'll say is that if you're getting her to use her, you want ideally 3-4 slots. My two-slot version is fine, but she's getting heavy carries from the rest of the team. Tanks in general suffer from needing as many slots as possible to equip both passives and actives, giving them as many beefy stats as they can.
Lastly, you want to equip her with Damage Cut, especially in mirrors, so she doesn't prevent enemies from attacking her.
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The Dubiously Needed, Unnecessarily Extensive Magia Record Stat Sheet Guide: Spirit Enhancement
Now we get into the stuff that really questions my ability to know what I'm talking about! Please correct me if I'm wrong. Please.
Spirit Enhancement is a form of upgrading your units introduced in the Japanese server. By using upgrade materials, a unit can gain further buffs beyond what is provided in their kit, such as increased stats, passives, and actives.
There are two types of Spirit Enhancement buffs: passives and actives. They work exactly as they do with Memoria: passives are always in play, while actives must be triggered manually. A character’s Spirit Enhancement tree will have a handful of passives and one unique active.
A character’s Spirit Enhancement tree will have around 12 passive nodes. 4 of these nodes will usually (but not always) be reserved for two Doppel Adept nodes (Doppel Damage Up and Magia Damage Up) and two MP Boost nodes (MP Gain Up When Over 100 MP). That gives you eight passive nodes to add whatever additional buffs that you think support your character’s playstyle.
I’ll use a recent release, Amaryllis, as an example.
Amaryllis is a Support type character with four Accele discs. Her Connect, Magia, and Doppel are all focused on inflicting and dealing damage via status ailments.
Her Spirit Enhancement passives play off of this kit. Many of her nodes support her MP gain with effects like this:
Fast Mana Up: MP Gauge Increased On Battle Start (40% full)
Endor Adept [VIII]: MP Up When Damaged [VIII] (8 MP)
Mana Spring Aura [VIII]: Regenerate MP [VIII] (Self / 13.5 MP / 5 turns from battle start)
By generating Magia quickly, Amaryllis can apply more ailments and deal more damage. She also has some nodes that support her ailment infliction:
Addict Killer [III]: Damage Up Versus Enemies Inflicted With Status Ailments [III] (25%)
Poison Edge [III]: Chance to Poison on Attack [III] (20% / 3 turns)
Addict Killer helps Amaryllis deal more damage with the ailments she inflicts. Likewise, Poison gives her access to a multi-turn ailment, doing more damage over time and giving her more turns to take advantage of the benefits she receives.
Spirit Enhancement provides the means for your character to have a more specific playstyle, outside of what they can do with their discs, Connect, and Magia. For example, a tank may not have the best MP generation. Their Connect and Magia won’t really be able to help that out. But their Spirit Enhancement may give them effects like MP Up When Damaged and Mp Up When Attacked By Weak Element. This creates a playstyle that encourages tanking hits to retaliate with the Magia. Or, maybe your unit deals the most damage with their Magia when their HP is low. Their Spirit Enhancement could have an effect like Crisis Bloom, which increases Attack and Defense at low HP. These are just ideas, of course. With Spirit Enhancement passives, you have access to nearly the entire skill list. Whatever playstyle you have in mind, there’s usually an effect or two that can define it.
As with the Connect, there are usually consistent effect percentages for SE passives. Here are the patterns I could find:
Attack Up: 10%
Attack Up At Max Health: 20%
Attack Up At Critical Health: 10-15%
Defense Up: 22.5%
Defense Up At Max Health: 40%
Defense Up At Critical Health: 30%
Damage Up: 10%
Magia Damage Up: 5%
Doppel Damage Up: 5%
Status Ailment Resistance Up: 25%
Accele MP Gain Up: 12.5%
Blast Damage Up: 16.5%
Charged Attack Damage Up: 25%
Charge Disc Damage Up: 10%
MP Gain Up: 7.5-10%
- Attribute Attack Up: 7.5%
Status Ailment On Attack Chance: 15%
Damage Increase: 10%
Damage Up Versus Witches: 15%
Defense Pierce Chance: 15%
Damage Cut: 10%
Accele Damage Cut: 10%
Blast Damage Cut: 15%
- Attribute Damage Cut: 15%
Magia Damage Cut: 20%
Critical Hit Chance: 15%
Evade Chance: 15%
Counter Chance: 20%
Follow Up Attack Chance: 20%
Damage Up Versus Enemies With Status Ailments: 20%
Provoke Chance: 15%
Regenerate HP: 4%
Regenerate MP: 9 MP
Skill Quicken Chance: 15%
Guard Chance: 15%
MP Up When Damaged: 4 MP
MP Up When Attacked By Weak Element: 11 MP
MP Gauge Increased on Battle Start: 15% full
Ignore Damage Cut: 45%
Blast MP Gain Up: 3 MP
If you’re thinking “hey, some of those percentages are kind of small”...Well, yes, they are. But like the EX skill described in the last post, Spirit Enhancement passives give small bonuses, with some exceptions. There are definitely some larger bonuses in there, but as they aren’t the majority, they don’t end up in the list. As always, I would recommend checking the wiki for percentages that fit your character.
An effect percentage may also look small because a character has more than one of that node. For example, the Doppel Adept node I mentioned earlier. This list describes an average of 5% for Magia Damage Up. But since most characters have at least two nodes with Magia Damage Up, the average is closer to 10%. This is also something you should keep in mind while planning your unit’s SE. Not every passive node has to be unique!
One more thing to consider is that there are occasionally “aura” effects. In Spirit Enhancement, an “aura” is an effect that lasts a certain amount of turns after the start of the battle, usually to an increased effect. Think of it kind of like an EX skill, but with a turn limit. Shizuka Tokime has an example of this with her SE node, Bloom Aura:
Bloom Aura [V]: Attack Up [V] (25%) & Defense Up [VI] (45%) (Allies / 5 turns from battle start)
Do you have a headache yet? Good! Let’s keep going. Don’t worry, there’s only a little bit left.
Every character gets one Spirit Enhancement active. It’s the equivalent of a third active memoria slot. The effects you have to choose from are the exact same as the passives, with the addition of turn duration, targeting, and different percentages. As always, you can decide the active based on your character’s playstyle.
Since we already talked about Amaryllis’ SE, let's look at her active.
Quell Bloom [I]: Defense Down [I] (5%) & Defense Down Further [I] (5%) & Attack Down [III] (20%) (All Enemies / 3 turns)
Amaryllis is a character who supports the team by crippling the enemy. This is mainly through ailments, but there’s a bit of debuffs in there as well. Her Magia and Doppel also inflict Defense Down. An debuff active gives Amaryllis more options to restrict the enemy and support her team.
There are no consistent percentages for actives. As with Magia, the differing targets and turn duration make things too variable. You can use other characters’ SE actives as reference, but memoria are also a good source to sample from. Many SE actives have effects that are similar to memoria.
…Oh right, you also get stats from Spirit Enhancement, don’t you. This is another thing that’s a bit too variable for me to jump into the Math Witch’s Labyrinth again. I usually determine Spirit Enhancement stats at the same time that I determine base stats. Just like with Growth Type, you can pick one or two characters with the same Type and Growth Type and average out the amount of stats they gain from Spirit Enhancement. From there you can determine how many stats your character might get.
There’s no real need to split the stats up into individual nodes unless you really want to torture yourself. I just total it all into a single number like I do with base stats. But it’s up to you how you want to approach it!
#magia record#droppel's magia record stat sheet guide#apologies for the wait with these posts#my motivation has been poor lately
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Swimsuit Kuroe vs Swimdoka 😎
I have both, so here is a comparison for you 🌸
Swimsuit Kuroe
Dark Blast Gorilla
SE Active: Blast Draw (self)
SE Passive: %10 MP gain at start, MP gain at first turn, Blast MP gain, anti stun and anti evade.
Her magia hits 4 targets and her doppel hits 5 targets. She gets Blast MP gain.
Her connect seems to be damage up, but my Japanese isn't good enough to understand which type.
Swimdoka
Water Chargius
SE active: Charge Draw
SE passive: +4 Charge, chance to use Charm on attack, skill quicken, anti Charm, Damage cut (flame), HP regen and damage cut for 5 turns.
Her magia and doppel hit all area. Her connect heals while giving conserve Charge and damage cut.
Which one should you use?
Swimsuit Kuroe is really good for quick event farming due to her high amount of MP gain. She can use her magia or doppel at turn 2. Thanks to her I got most of the event store (first half). Use her with an accele gorilla to fill her MP bar faster.
Meanwhile Swimdoka is really good for charge meta. I don't use charge much, and I was kind of annoyed when the waves took longer to finish, but I think she can deal a lot of damage in events like Kimochi Raid. She seems like a combination of Madokami Senpai and Sae.
Last but not least, you can add me on JP server if you want to use them as supports. My player name is Esin and I'm currently on rank 114. Good luck! 🌸
#magia record#magireco#magireco jp#magireco jp server#puella magi madoka magica#magireco jp spoilers#madoka kaname#she has her swimsuit alt 🥳🥳🥳#madoka swimsuit alt#kuroe
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Alright! Let’s do a unit review! Just for funsies!
(These are just my opinions that I made while looking at usability with the wiki’s information. Do not kill me if it’s not what you’d like to hear.)
Let’s start with Rena•Kaede!
Connect: Damage Up (40%), Chance to Crit (70%), Regen HP (8%/3 Turns)
Magia: Attribute Strengthened Damage to All, Attack Up (Allies/3 Turns/27.5%), MP Restore (Self/16 MP), Damage Cut (Self/1 Turn/20%)
Magia 2: Attribute Strengthened Damage to All, Attack Up (Allies/3 Turns/42.5%), MP Restore (Allies/20%*), Damage Cut (Self/1 Turn/40%)
*The wiki said 20% MP gain, so I’m not sure if it meant 20% of MP or just 20 MP total.
All in all, she’s a magia unit, so her defense and hp aren’t the best (wet paper pre SE), but they’re workable. Her attack is excellent and her disk spread, while not that of an accel gorilla, is still excellent for magia building like Vampire Kanagi.
Now let’s look at her SE spread. We’ll ignore the MP Boosts and Doppel Adepts and focus on the others. For starters, she’s got a passive anti magia seal which is important for her as a magia unit. It’s not a problem that comes up much, with the exception of some high level challenge battles.
She has two nodes that take advantage of her two charge disks, charged disk damage up (10%) and charged attack damage up (10%). Charged disk damage up gives charge disks extra damage when used while charged attack give extra damage when using up a charge count with an accel or blast dick. Pretty good. Add the passive damage up node (10%) and they’re doing some pretty good damage!
She’s also got two nodes of Magia damage up that add up to an extra 15% damage up to the doppel adept and an accel MP up (12.5%), which you’d expect from a Magia unit. That’s good.
But her active SE is really meh. Damage up (10%) and Magia damage up (12.5%) for one turn. With an 8 turn cooldown, it’s really a wimpy active, but it does synergize well with the unit.
Her magia and Doppel do looots of damage with attribute strengthened damage and to add to that, she gives the team attack up and MP restore to all with her doppel. Plus a nice defense boost with damage cut. Very good effects on a unit that will reach magia easily.
Her connect is fine, I guess. Damage up is good because not many girls have this with their connect and it helps if you max out the attack cap. Critical hit chance (70%) is meh. Good, but has its chance to fail. And finally HP regen (8%) for three turns. Which if you’re stacking on top of other HP regens is alright, but underwhelming. This connect is a bit all over the place, but in a good way.
All in all, a unit that does as advertised of her type with some nice bonuses with her magia and doppel.
Armored Swimsuit Mami
Connect: Attack Up (40%), Guaranteed Fog, Guaranteed Skill Seal, Chance to Bind (60%)
Magia: Attribute Strengthened Damage to All, Burn (All/3 Turns), Magia Damage Up (20%/5 Turns)
Doppel: Attribute Strengthened Damage to All, Burn (All/3 Turns), Magia Damage Up (35%/5 Turns)
Look at all that metal... I would not want to clean off the rust after a day at the beach, that’s for sure!
Anyway, swimsuit Mami suffers, not from rust (that too probably), but from lack of MP building effects like MP gain up or accel MP up. Her SE mitigates that a little by having a passive MP regen (9 MP), but aside from that, she could use some memoria to help out!
She’s also an attack type, so she suffers from wet paper defense and subpar HP. Her SE helps a little, but not all that much.
Having an AABBC spread makes her very flexible on either helping magia teams or blast teams, especially since she has two blast up nodes (33% total) that help her do good damage on blast. And of course a small single magia node (7.5%) that helps boost her attribute strengthened damage magia and doppel!
So her magia... it’s not the worst! Attribute strengthened damage for both magia and doppel is excellent and burn is a good second level status ailment! And a five turn magia damage up is pretty good (20% at magia and 35% at doppel)! But that’s pretty much all. No healing, no team buffs, just burn and magia damage up to self. It’s a bit underwhelming.
Let’s move on to her connect! It’s actually pretty nice! Attack up, guaranteed fog, guaranteed skill seal, and a chance bind (60%)! So if the bind chance fails, the guaranteed fog helps to keep enemies from hitting you! Well, mostly! And skill seal helps with challenge enemies like AI who buff themselves with things like critical hit and defense pierce to knock your girls every three turns. It’s very helpful, if a little situational.
Since she’s an attack type, she has attack type SE nodes like chance to critical hit (15%), anti evade (35%), and evade (15%) which are meh, since all attack types have these nodes at these values and are nothing special. She also has a bind chance (15%) which is good occasionally, but not very high. So it also ends up being kinda meh.
Her SE active is actually pretty good! Attack up (20%) and guaranteed burn for one turn! And the cooldown isn’t all that terrible at seven turns! Just to remind people, burn is a second level status ailment that does 10% HP damage up to 10,000 HP per turn and afflicts the target with 80% more damage taken from the element it’s weak against. So she can hit extra hard on water enemies!
Aquagirl Sakurako
Connect: Damage Up (40%), Remove Status Ailments
Magia: Damage to All, Damage Up (Allies/3 Turns/32.5%), Charged Damage Up (Allies/3 Turns/25%), Remove Status Ailments (Allies)
Magia 2: Damage to All, Damage Up (Allies/3 Turns/47.5%), Charged Damage Up (Allies/3 Turns/40%), Remove Status Ailments (Allies)
Aquagirl Sakurako, while having the drawbacks of support type stats, still manages be a somewhat good unit. Not because of her SE, no that’s pretty bad. Mostly because of her magia and doppel.
Her magia and doppel give her allies damage up and charged damage up for three turns. She would actually pair up nicely with Swimsuit Rena/Kaede, since they both have a good amount of charge and accel disks and Rena/Kaede give team attack up with their magia. Not to mention other charge girls like Jun that add extra charge disks with charge combos. With her magia, she makes a pretty good charge support!
Her connect is not good. Damage up is nice, in case you hit the attack cap, but the only other thing she does is clear status ailments, which is very situational. Clearing status ailments seems to be this unit’s strong point, but without something like HP restore added to it, this connect comes up weak.
So like I said, her SE is nothing special. Regular things support types get, like Damage Cut (10%) and skill quicken (15%). But she does have anti magia seal and anti skill seal which are good things to have since she can reach magia easily. Not to mention her chance to fog (15%/3 turns) which, while not as good as darkness or dazzle, makes some attacks miss while lasting multiple turns! Good for avoiding damage!
Some extra things she has are a magia damage up (7.5%), accel MP up (12.5%), and charged disk damage up (10%). Much like Rena/Kaede, but not as good.
And then we have her active. It’s not particularly good, but it’s something. Defense down (15%) and light defense down (18%) for three turns. It’s basically the light version of Mikage’s SE active. Which isn’t terrible, but unremarkable. Especially with its 10 turn cooldown.
All in all, Sakurako’s strength lies in her magia, since her SE and connect have let her down. But that’s ok because she’s meant to be a team player, not a solo combatant!
#magia record#unit reviews#swimsuit Sakurako#swimsuit Mami#swimsuit Rena/Kaede#this is made with sleep deprivation#and mobile#so be nice#why did I do this again??#someone asked me to#so here you go
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I've been thinking of this oc for a while now and I just had to post more about her. A magical girl who'd be in Magia Record, I made stats for her as if she were a unit in game. I hope you enjoy reading about her.
@muffinrecord Thanks for giving inspiration to actually post this oc.
I hope y'all enjoy and I'll probably make more posts about Mao now that I've done this.
Mao Akiyama
Element: Forest
Rarity: ★★☆☆☆
Discs: Accele Accele Accele Charge Blast(H)
Type: Support
Growth Type: Defense
School: Kōshō School
Personal Memoria: Memories Shall Now Fade
Obtainability: (Would Be) Unlimited
2 Star Stats
HP: 3210-10924
ATK:2375-3552
DEF:2217-4129
3 Star Stats
HP:4142-13078
ATK:2913-4432
DEF:3283-5234
4 Star Stats
HP:6083-18202
ATK:3176-6725
DEF:3832-6933
5 Star Stats
HP:7275-26606
ATK:3428-8030
DEF:4732-7613
Spirit Enhancement
HP:23434-26606
ATK:8030-9167
DEF:7613-10864
Lore: Mao became a magical girl at a younger age than a typical magical girl. However, she is known for being hardworking, responsible, and caring to any newbies that arrive in Kamihama. A workaholic, Mao strives to make the most out of any situation and hopes that one day her family can rest easy without working themselves to death first.
Spirit Enhancement Effects and Skills
MP Boost [II]: MP Gain Up When Over 100 MP [II/20%]
Guard Adept [III]: Defense Up [III/22%]
Magia Adept [II]: Magia Damage Up [II/5%] and Inflict Burns [50%]
Magia Adept [III]: Magia Damage Up [III/15%] and Status Ailment Resist Down Target [33%]
Doppel Adept [III]: Doppel Damage Up [III/20%] and Magia Damage Up [II/10%] and Chance to Restore MP All Allies [20MP/12.5%]
Resist Adept [III]: Status Ailment Resist Up [III/40%]
Accele MP Up [III]: MP gained from Accele Disks Up [III/15%]
MP Gain Up [II]: MP Gain Up [II/7.75%]
Fast Mana Up: MP Gauge Up From The Start of Battle [15 MP]
Crisis Adept [II]: Defense Up at Critical Health [II/30%] and Defense Up [II/15%]
Bewitch Adept [I]: Chance to Inflict Bewitch [I/7.75%]
Reduce Magia Damage [III]: Reduces Damage Received from Enemy Magia [III/50%]
Rising Magia [II/Allies]: Restores MP to Allies [II/6 MP] and MP Gain Up to Allies [II/10%] and Defense Up to Allies [II/25%] Active Skill, Lasts for 3 turns, Cooldown: 9 turns
Connect: Royal Jelly Distribution
2 Star
HP Restore (30%)
Defense Up (12.5%)
Provoke Chance (40%)
3 Star
HP Restore (35%)
Defense Up (25%)
Provoke Chance (60%)
4 Star
HP Restore (40%)
Defense Up (35%)
Provoke Chance (85%)
5 Star
HP Restore (47.5%)
Defense Up (45%)
Provoke Chance (100%)
Counter Chance (25%)
Magia: Bumble Bee Bombardment
(Stats shown at Magia Level 1. The Stats are increased by 10% each time the magia level increases)
2 Star
Damage One Enemy (960%)
Burn Chance for 3 turns (10%)
Defense Up (All Allies) (15%)
3 Star
Damage One Enemy (992%)
Burn Chance for 3 turns (15%)
Defense Up (All Allies) (25%)
Guardian Chance (1 turn) (10%)
4 Star
Damage One Enemy (1056%)
Burn Chance for 3 turns (25%)
Defense Up (All Allies) (40%)
Guardian Chance (1 turn) (40%)
5 Star
Damage One Enemy (1120%)
Burn Chance (40%)
Defense Up (All Allies) (55%)
Guardian Chance (2 turns) (90%)
Mao summons multiple faceless clones of herself, which then stampede on the target selected for the magia. They continuously pummel the target until there is one last explosion, which causes the magia animation to end and the damage and effects start being shown.
Doppel: Maeve
The Doppel of Making Amends
Nighttime Pollinator Shaped
Damage One Enemy (VIII / 2692.8%) and Bewitch Enemy Chance (40%) and Defense Up Allies (80%) and Guardian Chance Self (110%) and Restore MP Self (20 MP)
Lore: The Master of This Emotion yearns to make up for her past mistakes. She wants to reverse the damage done by the group she was once a part of, but her doppel knows that it cannot be done without some violence. The master of this emotion sincerely believes in helping all magicals be saved, but is unsure if it is ever feasible. The doppel only seeks to harm the perpetrator and is easily nurturing to the master’s teammates. While the doppel feels no shame in its appearance, the master of this emotion is unsettled on how she becomes while using the doppel.
Doppel Description: Maeve resembles Mao to an eerie extent, but also has striking features of a moth. Maeve has wings that seem to extend from a cloak from Mao’s time as a black feather. Maeve also has an extra set of arms and antenna, which helps her have that moth person aesthetic. The Doppel itself is summoned by Mao creating a Black Feather’s robe and Maeve jumping out from her back and transforming to the creature she more is like. Mao then uses another black feather’s robe and throws it at the target, eventually creating a pillar of fire. Then, Maeve ambushes the target, flapping their wings and generally attacking with all their might until the last attack. Afterwards, Maeve turns into a bunch of magic moths, which fly away from the whole battle scene.
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Days Off Are for the Art Museum
Obtainability: Unlimited
Effect: Accele MP Up [22.5%] / Damage Up [20%] (Self for one turn)
TLDR: This is a good memoria to have on hand for Accele Gorillas, or for magia/accele teams.
Thoughts: This memoria is good to have on hand. As this memoria will last for one turn, it’s best to use it during a puella Accele combo, or one character using three accele disks. The Damage Up here is a nice bonus, but you’ll probably want to bring something else if you only need an active memoria to increase damage.
If you only need to increase your dps, then “I Won’t Stray,” “Past and Future,” “Reinforcements from Another Time,” and “Training in the Server” are better options.
Additionally, "Days Off Are for the Art Museum” is similar to a limited 4* memoria, “Is She an Angel?!” Both memoria will increase your MP gain (though one is Accele MP Up and one is MP Gain Up), and both increase your DPS (though one is Damage Up and one is Attack Up). “Is She An Angel” is likely more situationally useful, but this memoria is fine too.
This memoria would not be good for mirrors. If you don’t have access to better, you can use this memoria for supports, but you should try to swap it out as soon as possible with something else.
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Grassroots Valentine
Obtainability: Limited to the “Valentines Message” event shop. This is event bonus memoria and it should be kept in case of a rerun.
MLB Effect: Blast Damage Up [25%] & Accele MP Gain Up [15%] (Self / 1 Turn)
Effect Definitions:
Blast Damage Up is a straightforward buff that means Blast Discs will deal more damage. Blast Damage Up has a capped percentage at 100%.
Accele MP Gain Up will increase the amount of MP gained by using Accele discs.
TLDR: This memoria belongs in the Memoria Vault Jail.
Review: “Grassroots Valentine” is decidedly meh. It’s two effects don’t synergize very well and their percentages offered are rather low, especially since they only last for one turn. Additionally, there are better memoria in the game (including unlimiteds) that can do what “Grassroots Valentine” does but much better.
Now, one thing about active memoria with Accele MP Gain Up and Blast Damage Up is that it can be useful on Supports who can do either Magia or Blast playstyles... But this memoria isn’t great for that either, since the amount of each effect it offers is poor.
The upside of “Grassroots Valentine” is that it’s essentially free as an event shop memoria, so for some very new players this will be a nice addition to their collection. But for nearly everyone else, this is below average, even for event shop memoria standards.
Because this is Event Bonus Memoria, I do not advise using this as Enhancement Fodder. Instead, stick it in the Memoria Vault.
(This memoria is the same as “You Want to Meet Ai” and as such, some elements were copy+pasted).
#Magia Record#Valentine's Message#Three Star Memoria#Welfare Memoria#Event Shop Memoria#Blast Damage Up#Blast Damage Up Active#Accele MP Gain Up#Accele MP Gain Up Active#Sudachi Sawa#Valentines Sudachi#Memo Vault Jail
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So how's this Magia Record game play? It looks real similar to FGO.
I don't know shit about FGO tbh so I can't draw any comparisons so I'll give the full rundown
The actual combat is fairly straight forward for the most part but it do got some neat little intricacies. Each girl has a mix of 5 disks, blast disks can be vertical or horizontal and are the most powerful as they allow you hit multiple boxes but don't by themselves generate magia, charge disks make the next non-charge more powerful, Accel disks are the ones that actually help you fill your Magia Gauge and if you get it to 100 you can use a Magia which are powerful effects.
You can gain boosted effects for your disks if they're all coming off one girl or if they all match type, Accel combos give everyone 20 mp and improves hope much each Accel gives (leading with an Accel as your first attack also improves hope much Magia you generate. I don't believe already off charge or blast gives a bonus unless you're comboing). Charge combos give you an additional +2 charge count and blast combos improve your damage. The final combo type is a puella combo and that's when all 3 disks come from or off the same girl, it gives you an even larger damage boost. I'm fairly certain you can puella and blast combo for a truckload of damage.
There's also connects which are available after a girl uses 3 disks which let you link to another girl and give them various benefits, a good connect can swing a round easily and connects help you puella combo. There's also two type advantage circles, fire water grass but also Light and dark. Then there's void type with no advantages it disadvantages but theres only like 4 girls in game with that and only 1 That's not an event.
That's pretty much it on the hard combat but each girl also has essentially equip slots and can hold two passive memorias and two with activated skills tho they all start with one slot. You get more by either rerolling enough extras or trading destiny bottles/crystals for destiny gems. The rarer the girl the less destiny gems they need. Memoria can also be improved with extras and once fully awakened improve in effects, stats and level cap. Memoria have a wide range of effects and if you have even just 2 slots you can make any girl you like playable assuming you have decent memoria.
As far as like the ftp experience goes, it's fairly easy to build up golden tickets and once you get some decent girls and can knock out challenges stones aren't too hard to come by. I managed to save up something like 122 rolls in two and a half weeks by focusing on the doppel quests they got, saving tickets from events and doing most challenge quests. The pity timer isn't so bad at 100 for garunteed 4*. While you'll always want the ten single draw tickets from the weekly event the number one event you wanna make sure you hit when it's available is Mitama's training as it's basically the only way to sanely level up a girl without using gems (also they offer a lot of good stuff in shop) of course if you're like me and don't mind snagging the Magia pass at 5$ a month and paying 20$ or so occasionally you can get just about every girl on banner if you aren't morbidly unlucky.
Anyways I hope this helps and that I didn't forget anything important lol
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Hi Muffin! Do you have any team suggestions for the upcoming ranked mirrors?
Heya!
Hmmm
It's kind of hard to give suggestions when I don't know what you have. I think it's very safe to say that even with the dark damage nerf, you're going to see an endless sea of akuma homuras out there.
I think the average upper-tier defense team is going to look something horrible like:
Devil Homura
Magia-on-turn-1-damage dealer
Darkness Mitama
Tank (?) (depending on how many debuffers they have, they may not need a dedicated tank)
random-- could be Mitsuru Inami, Akuma Homura-chan, or MadoIro (debuff protection)
Last time the offense team that I saw whales fielding was stuff like three-man teams of Anime Yachiyo, Dark Kanagi, and Kimochi Rabi. They may swap out Dark Kanagi with a different blaster but I'm otherwise unsure.
Another troublesome thing would be that previous Devil Homura counter may not work as well here-- Touka & Nemu (Holy Night ver.) have an se active that takes away both granted effects and buffs, making Devil Homura's instant doppel schemes a failure. However the next ranked is auto, so you won't be able to choose where your tounemu targets (assuming that one even has them).
If you don't have a good all-blast team (and by that I mean three characters with four blast discs each) then I'd try for a magia one. A ton of recently released units came with fast mana up, aka they earn mp by round 2. These include:
Devil Homura
Doppel Kyoko
Gunhild
Anime Mami
Fairytale Yachiyo
Toyo
Yuna & Juri (Vampire ver.)
Swimsuit Kuroe
If you have any of these guys at two slots, I'd choose them and then load them up with as much mp gain up passive memoria as you can. Unfortunately they're all limited and I can't think of anyone who is unlimited (or even an easily accessible welfare/2*/3*) so if you don't have one of these, you're a bit out of luck.
Some units like Amaryllis will earn MP very very quickly depending on how many hits they take/if they use a single accele disc, what kind of memoria you're using, and you can try building a team around them if you want to.
if you have Devil Homura, I think it's still worth trying to get her to work/using her. When max slotted she'll give the entire team 6mp per round, which can push a ton of characters (like the above mentioned in the bullet format) to 100mp regardless of whether or not they've used an accele disc, provided you have the right memoria on them.
Heruka also is stupidly good here for magia teams if you have her. Her active gives the entire team mp gain up (10%) for three turns-- I've found that this is also enough to push properly equipped fast mp units into magia range.
Basically my advice boils down to the horrible advice of: be a whale. I'm sorry!!!
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Mysterious Dinner Table
Obtainability: This is a personal memoria for Mitsuru Inami. It is obtainable through completing the third episode of her Magical Girl Story and through the Support Gacha.
Single Effect: Charge Draw
MLB Effect: Charge Draw
Effect Definitions:
Charge Draw will replace that turns’ current discs with Charge discs.
TLDR: "Mysterious Dinner Table" is an important part of Mitsuru Inami's kit. If you have the character and plan on using her during Ranked, it will be worth it to invest in and max-awaken this personal memoria.
Review: This memoria is an important part of Mitsuru's kit, but first we need to talk about Mitsuru herself in order to talk about why this memo is good.
Mitsuru Inami is good for ranked mirrors and little else. Her stats are terrible-- she has very little ATK with most of the bulk of her stats being in HP and DEF. Her magia and doppel purposely deal very little damage and put her on par with the amount of damage that Sudachi will deal (aka, nearly next to nothing). Her magia and doppel themselves will give Attack Down, Accele MP Gain Down, MP Gain Down, MP Damage, Negate Status Ailments (for your team) and then HP Restore for your team-- all things that aren't useful in regular PVE.
But where is stuff like this useful? Ranked.
Her dealing very little damage makes her ideal in Ranked, because it means that you use her magia repeatedly without killing your opponents, ideal for racking up points to get a high score. Her charge conservation connect means that you won't lose your charge bonus if worse comes to worse and you're forced to use noncharge discs. Her magia will prevent the enemy from gaining MP so that they can't use a magia, and it will heal your team-- and having high team HP is another way to score points.
So, how does the personal fit in? Generally you aren't going to be using personals in mirrors, right? Well, as mentioned above, you want to have a high charge combo for your ranked mirrors points. Usually this means you'll want a team with a charge draw character so that you can easily draw the needed discs-- maybe even two characters with charge draw. That way both characters can charge draw and even puella connect with each other as needed.
Some characters, like Kaoru Maki, Swimsuit Madoka, Sae Kirino, and Tanabata Yachiyo will have charge draw as part of their Spirit Enhancement active. This makes them easy staples for Ranked Mirrors.
However, Mitsuru Inami instead has a Spirit Enhancement active of "Magia Damage Down, Magia Damage Down Further, and MP Gain Down" which is arguably just as if not more important than a charge draw. Why is this? Why not have her personal and SE active swap places?
This is because turn one is the most important time for that kind of Spirit Enhancement active to be used. You don't want to wait for turn two to use MP Gain Down, you want to use that shit ASAP.
Additionally, you aren't typically going to use Mitsuru Inami by herself as the sole charge unit. You're probably going to field her with another girl who has charge draw, as mentioned above.
That character will be able to charge draw right away if you need her to, so having two readily available charge draws on turn one isn't going to be necessary.
Lastly, Mitsuru Inami's Spirit Enhancement includes a turn one Skill Quicken. That means that you'll be able to use her personal memoria (or any other memoria with a low enough cooldown) by turn two.
Lastly, the stats on this memoria are low but actually play into Mitsuru Inami's kit well. With her passive MP Gain Up when damaged, you're going to want her to be taking hits-- and that means you probably want her to have a lower DEF than your other girls, as the Mirrors AI will prioritize units with the lowest defense to attack. By using memoria like this, you can keep Mitsuru's DEF low to help encourage her to take the hits needed to earn a Magia, but her high HP also means that she probably won't die to any of the attacks.
Overall she's a smartly made niche character who is very good at one specific mode in the game to the exclusion of any other, and her personal memoria is an excellent continuation of her kit.
You'll want to max awaken the memoria if you get it.
#Magia Record#Mitsuru Inami Wants to Be Normal#Personal Memoria#Charge Draw#Mitsuru Inami#Charge Draw Active
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I’ve heard you say that Mikage is one of the best units in the game. I got her fully slotted during the New Years event, so I want to know, what memoria are the best for her and what is her play style? I want to make sure I use her properly!
Also, what are the best memoria for Historia Yachiyo?
Mikage gives Attack Up + Damage Up on her magia/doppel-- she's amazing because she's a great support.
Units like Ebony or Masakoko are better than her now, but imo as an unlimited Mikage is still one of the best units of the game. She won't do the damage herself BUT she'll make sure that all your other units are at their best potential!
For that end, MP Gain Up and Accele MP Gain Up are really important to her, as is her personal which lets her draw all accele discs for the team.
The only issue with Mikage imo is that she's an older unit now, and she doesn't have fast mp like all the other newer units in the game. TBH this is only an issue if you're a spoiled whale and are accustomed to such things.
But she should be a great boon for you in kimochi. Try to get her magia/doppel off before doing any other big girl damage with other gal's magia/doppels. Additionally, if you're able to use her doppel twice you should also keep in mind that this will cap your teams use of Attack Up, because her doppel gives "Allies / 5 Turns / 45%" for it. So how much Attack Up you equip on your team really depends on how much Attack Up you expect to have from all your cumulative doppels/magias-- Mikage isn't the only unit out there to give Attack Up on Magia/Doppel for isntance.
As for Historia Yachiyo....
Historia Yachiyo's big claim to fame is her turn-one doppel and turn-one variable. Because she gets all 150mp at the start of the turn, you don't need to worry about equipping mp gain up on her.
I'd focus on lots of attack up for Histayachi because there's no way for other units to magia/doppel so quickly to give her extra attack up. The attack up on histayachi can come from passives or actives, just make sure it doesn't hit cap at 100%.
This makes Historia Yachiyo a very good farmer for auto runs. You can use her and units like Infinite Iroha or Devil Homura and you'll have guaranteed doppels for the first three turns. Crazy!
However, Historia Yachiyo is also very useful for what I like to call witch bombs. For example, the recent scene 0 battles. This doesn't help on the third battles (the most difficult ones), but it's great for battles 1-2.
I set up a team like this. What's important is that on turn one, you practically use every single debuff and status ailment you can so that the enemy takes as much damage as humanly possible. Status ailments (if applicable) are great too, because a bunch of them will increase the amount of damage you can deal if you're the opposing element of the boss-- and historia yachiyo ALWAYs will be, since she has variable on turn one.
Just in case you can't clean up on turn one, include a secondary unit who can finish up the remaining health, which is why Devil Homura is on this team.
You can watch this strategy work for this post, which I made cause someone on the discord wasn't sure if they could believe me when I said that I killed the boss in three turns.
Hope that this helps!
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A Bouquet, For Our Future
Obtainability: This is a personal memoria for Masara & Kokoro (Bridal ver.). It is obtainable through completing the third episode of her Magical Girl Story and through the Support Gacha.
Single Effect: MP Restore [12.5 MP] (Allies)
MLB Effect: MP Restore [15 MP] (Allies)
Effect Definitions:
MP Restore will instantly restore MP to the character upon activating the effect.
TLDR: “A Bouquet For Our Future” is a very good memoria that perfectly rounds up the unit’s supportive playstyle by giving them a way to generate MP for their team without needing to use discs, a connect, or a Magia/Doppel. It’s mostly best for Kimochi.
Review: “A Bouquet For Our Future” is a very good memoria, particularly for content such as the Kimochi and particularly for the units’ playstyle.
Before talking about the memoria itself, let’s quickly go over Masara & Kokoro (Bridal ver.) and how they function as a unit. They act as a light version of a fused Mikage and Kuroe, giving their team tons of delicious buffs alongside gaining MP very easily through their “MP Up When Attacked By Weak Element” effect found in their Spirit Enhancement.
This means that it’s very easy to hit Doppel with them, all without ever needing to spend a single disc. One merely needs to equip several “MP Up When Attacked By Weak Element” memoria on them, let them get taunted, and it’s possible to hit magia or doppel with them very quickly. They might have three accele discs, but with the right time, it’s hardly likely you’ll need to use them. They are essentially tailor-made for Kimochi.
Many times, a unit like this will get accele draw. However, as noted, they do not need one. For one, in the right team, you’ll never actually need to use Accele Draw, because a proper whale will have constantly rolling Magia/Doppels. For two, the light element already has several accele draw memoria available for grab, including the recently added Toyo, the staple of Madoka, and the practically necessary Madoka & Iroha. And for three, accele draw on this unit would mean having a higher chance of getting their discs (as they have three accele discs), which, again, isn’t necessary when they have so much Weak MP effects to rely on.
That is where “A Bouquet For Our Future” comes in. It’s actually perfect for them: it helps them further their ability to support their team in providing both a back-up for bad RNG and also give them the ability to generate MP for their team when they otherwise can’t assist with it. Additionally, this memoria being an active means freeing up a passive for the unit so that you can choose to keep them as a support or equip more offensive memoria to boost up their attack capability... although you’ll probably want to equip Weak MP memoria. Speaking of which, some excellent passive memoria to consider equipping on the duo would include:
(Limited 4*) “Do Your Best, Little Savior” MP Up When Attacked By Weak Element [7 MP] & Damage Increase [15%]
(Limited 4*) “Happiness within the Connected Hands” MP Up When Attacked By Weak Element [6 MP] & Damage Increase [25%]
(4*) “Black Tea of Victory” MP Up When Attacked By Weak Element [6 MP]
(Limited 3*) “Is It Such a Dramatic Taste” MP Up When Attacked By Weak Element [3 MP] & MP Gain Up [12.5%]
(Please note that the “Black Tea of Victory” memoria’s review is outdated).
Notably, unlike Mikage or Kuroe to whom this unit was previously compared, MasaKoko can’t generate MP for their team through a connect or through a Magia/Doppel. “A Bouquet For Our Future” gives them that capability, and unlike Mikage or Kuroe, it allows you to choose when that MP will be gained more easily, without needing to build up discs for a connect or to use a Doppel at the right time. This completes the duo’s supportive lineup.
Overall an extremely good personal memoria, definitely worth investing three-star Over-Limiter cores into if you have them slotted.
#Magia Record#Personal Memoria#Good Personal Memos#Masara & Kokoro (Bridal ver.)#Masara Kagami#Kokoro Awane#A Bouquet for Tomorrow’s Happiness#MP Restore#MP Restore Active#Three-Star Over Limiter Options
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A Trivial Prank of Fate
Obtainability: This is a personal memoria for Infinite Iroha. It is obtainable through completing the third episode of her Magical Girl Story and through the Support Gacha.
Single Effect: Accele Draw
MLB Effect: Accele Draw
Effect Definitions:
Accele Draw will replace that turns' current discs with Accele discs.
TLDR: “A Trivial Prank of Fate” is a great addition to Infinite Iroha’s kit as it can help make sure she’ll hit her 150 MP targets, guaranteeing she can Doppel. It has other uses as well in places like a Hundred Evils or in other challenging content. However, it’s not necessary if you just want Infinite Iroha to farm easy content or if you have some other method of making her get to 150 MP.
Review: “A Trivial Prank of Fate” is a good addition to Infinite Iroha’s kit, however its usage may not always be necessary. But before we address the Accele Draw, we need to address something else important for Infinite Iroha’s gameplay: how her Spirit Enhancement passives affect her MP.
These three nodes in particular are extremely important: it means that Infinite Iroha can hit Magia at the very least by turn two. It also means that with the right memoria and discs, she can hit Doppel by turn two... and potentially hit it again for turn three.
Her ability to Doppel by turn two is important, not only because of how much more damage a Doppel will dole out to the enemies, but for another very important reason.
This is what her Magia will give:
And this is what her Doppel will give:
Notice anything there? Her Doppel will additionally give her Variable for three turns. Variable is a Granted Effect that, when used, will cause all affected attacks to give advantageous attribute damage, regardless of the target's attribute. As an example, a Light-type unit with Variable will deal Forest-type damage to an Aqua-type enemy. This also means that a unit with Variable will deal attribute strengthened damage to Void enemies.
The Variable, combined with her Attribute Strengthened typing for Magia/Doppel, makes getting that Doppel off very important if you want to try and deal as much damage as possible to the enemy. It means you can Doppel on turn two, then Doppel again on turn three-- and this second Doppel will take place while Infinite Iroha has Variable, meaning that the Attribute Strengthened Damage will take full effect, regardless of what type the enemy is.
With all of that in mind, you really want Infinite Iroha to hit 150 MP by the end of turn one. You can do this through a combination of factors-- MP Gain Up passive memoria and MP Gain Up active memoria will give her more MP from her two Spirit Enhancement Passives for “Regenerate MP [9MP]” and “Regenerate MP [100 / 2 Turns]”. You can also throw on Accele MP Gain Up and hope that she gets an Accele disc at some point.
But if you want to ensure that she hits 150MP by the end of round one, equip this memoria. Even if she’s somehow unlucky enough to not get an Accele disc herself, she’ll still benefit from an all accele combo, which gives every member of the party +20MP flat.
Outside of the first three turns where she can get off two doppels, the memoria has other benefits as well. The low cooldown at 4 (when max-awakened) is also extremely good, meaning that it’s possible for her to use it more than once if necessary in a single Kimochi battle and many times during a Hundred Evils run.
However, as good as Infinite Iroha can be for difficult content, she’s also excels at farming. Blasters are good for farming as well, but Infinite Iroha can easily clear two rounds through Magia on auto, and this can go by quickly if you have Magia animations turned off.
Clicking that check off will make it so that Magia/Doppel Animations no longer play during AUTO, making Farming fast and easy!
This especially goes for Challenge battles, where you typically face familiars in one round and then a boss in the second. Even if your team doesn’t clear the Familiars on round one, she can still mop them up on round two through a Magia/Doppel and then use Magia again against the Boss. This practically trivializes large swaths of the game.
Since AUTO does not use Disc-draw type memoria, there’s no point to equipping Accele Draw here. MP Gain Up memoria might be better to use instead, or alternatively turn off Skills altogether so that farming can be even faster (this of course depends on how much you want to hit Doppel on turn 2 or not).
Overall this is an excellent memoria, worth using Over-Limiters on. This is also a good memoria to equip on Support.
#Magia Record#Personal Memoria#Stardust Mirage#Infinite Iroha#Accele Draw#Accele Draw Active#Iroha Tamaki#Three-Star Over Limiter Options#Good Personal Memos
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Phantom Thief Karin's Scheme
Obtainability: This is a personal memoria for Karin Misono. It is obtainable through completing the third episode of her Magical Girl Story and through the Support Gacha.
Single Effect: Anti-Evade [100%] (Self / 3 Turns)
MLB Effect: Anti-Evade [100%] (Self / 3 Turns)
Effect Definitions:
Anti-Evade is a Granted Effect that causes the unit to ignore enemy Evades. Evade is an effect that will let a unit dodge attacks. Anti-Evade stacks multiplicatively.
TLDR: This memoria is Enhancement Fodder.
Review: This memoria doesn’t suit Karin Misono’s kit very well and can be used as Enhancement Fodder, unless you are really struggling against units with evade and, for whatever reason, have Karin at four slots.
First off-- anti-evade that lasts for three turns on a four-turn cooldown for a character with passive Skill Quicken in their Spirit Enhancement basically means you have almost non-stop Anti-Evade for that one particular character. Normally this would be an amazing, excellent thing.
Here’s the problem-- it’s wasted on Karin.
Karin isn’t an attacker who is going to be your go-to for taking out pesky evaders. She’s a support-- an accele, magia-oriented support. She’s got a little bit of everything; her Spirit Enhancement active lets her take away MP from pesky attackers while also lowering their defense, making them die easier. Her magia and doppel increase her teams Accele MP Gain Up and Damage Up for three turns and further decrease the enemy’s defense for three turns as well. She has three accele discs, letting her contribute to accele combos. Her connect has a chance of inflicting Magia Seal and Dazzle-- everything thus far makes her very good as a support in dealing with enemy magical girls.
The thing about evade is that you can counter it with anti-evade, yeah, but you can also counter it with Magia/Doppels. Or status ailments, which hey! Karin can inflict that too!
Perhaps this memoria would have made Karin ideal for killing pesky magical girls when she was first released, but now it has become a relic of a bygone age. You can find Anti-Evade on tons of magical girls these days and you don’t even need to use a personal to do so-- several girls will have it for multiple turns passively just from Spirit Enhancement, and other ones can get by activating their Spirit Enhancement Active.
Overall? This is Enhancement Fodder.
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