#Magia Damage Up Passive
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When I Was Twice My Age
Obtainability: Limited to the support point shop as a promotional memoria.
MLB Effect: Attack Up [10%] & Magia Damage Up [10%]
Effect Definitions:
Attack Up increases the equipped character’s base stats, meaning that its effects are calculated before buffs/debuffs are considered. The effect caps at 100%.
Magia Damage Up increases the damage done by a Magia or a Doppel.
TLDR: A decent free memoria that will go well on magia-focused units. This can be equipped on support.
Review: Honestly, not a bad little freebie memoria. There are better free welfare memoria to equip in the game, such as Kyubey Knight, but this is a good addition for any player who is lacking in the memo department.
It goes without saying that this is best used on a unit who plans to use either a Magia or a Doppel. Note that it won't increase your mp gain, so you'll either want to use an additional memoria to do so or plan ahead of time that the equipped unit will be able to use that said Magia/Doppel.
Its stats, while not outstanding, are still rather nice as well.
Whales won't find as much use for this memoria but for unlucky free-to-play and for newer players, this is a nice little freebie.
#Magia Record#Four Star Memoria#Welfare Memoria#Promotional#Mami Tomoe#Attack Up#Attack Up Passive#Magia Damage Up#Magia Damage Up Passive
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Amidst the current Yuu hype (which is only natural considering we´ve been teased for like 4 years now) I want to return to a new mechanic that was released not too long ago: Brand new personal memoria given to us in the Alinas Atelier event.
You´ve probably seen them around before: Ren can burn her HP down to 20% and gain enough MP for an instant Magia, Shizuku carries 50% chance to crit and Natsuki gets permanent MP regen and so on.
Now this opens up a lot of opportunites for older units to gain new power (that and the possibility to go beyond 100 SE). As I was thinking about which units could be next for this treatment I started thinking about possibly the most deserving squad there is: Mikazuki villa.
Aside from maybe Yachiyo who is a beginner friendly mirrors unit they serve very little to no purpose beyond very early play. (For example Tsurunos magia spam evade cheese is outdone by Oriko). So I think those girlies should get the next set of powerful memoria.
Before I get into my ideas of new tools for them girlies I want to talk about Iroha first. Iroha was promoted to a faction leader in arc 2 and all of the faction leaders have aura buffs which provide them and their teammates passive buffs for up to 5 turns. (e.g. Himena providing aqua attack up or Rabi providing damage up and damage cut etc.). Iroha as we all know does not carry an aura buff (the only non 4* unit to actually carry said buffs is Mayabu with damage cut to all).
So I think her new personal memoria should actually be an aura buff for the entire team that works similiar to the SE nodes from other leaders. I was thinking about something like Ailment res up + MP/HP Regen to all as nod to her protective and inspiring personality (plus having a unit provide passive mp to her team will give Iroha some usage for people with limited or no mp batteries). Now as far as the other girls I´m not sure if they should get selfish effects or be given aura buffs too in an attempt to breath some life into them.
Tsuruno could play into the luck idea. She could give her team something like attack/damage up or damage increase while also giving them chances (like chance to crit or to evade, maybe some anti-evade) for some fun rng. Otherwise I could see her pull up with attack up at full HP and a generous chance to evade similiar to Vampire Nagisa and Chisato.
As for Felicia I could see her gaining a generous amount of damage against witches up since she used to get super focused on witches and going on rampages. Other than that I have no clue what to give her so hit me up with any ideas.
Idk what to with Sana. Should we repeat the Sasara treatment and give her access to a turn of taunt and endor adept (MP when hit)? Honestly I´m just gonna skip this one tho it would be funny if she got some super agressive memoria in homage to her doppel.
Yachiyo is super basic but whether selfish or team wide - give her blast MP. Actually her granting blast mp to her teammates would be funny since all of Mikazuki villa have at least two blast discs. But that would be lowkey busted since it would also stack with pre-existing blast mp.
So yeah that was my unstructed ramble rant about the potential of the new personal memoria for our beloved Mikazuki Squad.
Also please give Hazuki and Ryo permanent MP regen too thankz bye
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Do you know which girls have benefited the most from the new Memoria?
That's a great question, let's see. Let's just go through the list of em all and talk about the pros/cons of each one, because I'm procrastinating and why not. I'll bold the ones that I think are the best. Feel free to disagree with my opinions here, it's the end of the game and I fully admit I can be wrong on this stuff.
Ren's is probably one of the best and most impactful: Magia Damage Up [IX / 25%] (Self / 1 Turn) & MP Restore [XX / 100 MP] (Self) & Receive Damage [80.1%] (Self)
Basically she can use her Magia (and possibly her doppel?) on turn one. Additionally it makes her magia hit harder through a straight forward Magia buff and also by damaging her, which is important because her Magia/Doppel do more damage the lower health she has. This is my favorite one because it doesn't just make Ren better at what she was previously doing, but it gives her a new playstyle altogether. I'd say this was the best one.
Emiri's: Chance to Charm on Attack [III / 20%] (2 Turns) & Accele MP Gain Up [VI / 22.5%] & MP Gain Up [V / 15%]
Emiri acts like a budget Mifuyu who can inflict Dazzle on the enemy to make them deal less damage. With that in mind, a memoria that increases her mp gain is great because it means she can get off more doppels. However, I'd say that the charm is a little iffy. It's not bad, but it's not that impressive to me either.
Hinano's: Chance to Strengthened Poison [100%] & Chance to Burn [100%] & Chance to Dazzle [100%] (All Enemies / 3 Turns)
Eh. I know some folks were jazzed for this one, but it's not that impressive to me. I think Hinano is still held back by being Hinano. Basically Hinano is like a budget Alina, however you know what's crazy? Despite being all about poison and ailments, Hinano doesn't have native Damage Up versus Status Ailment'd enemies. They couldn't have put that on this memoria? Don't get me wrong, I'd still say it's not a great memo but as it is, it just feels lacking. I guess this memoria makes Hinano a budget Amaryllis now, but I dislike the long cooldown on the memoria in that case. Not a fan.
Shizuku's memoria is kind of crazy too: Damage Increase [VIII / 40%] & Chance to Critical Hit [IX / 50%]
Most of the time if you use Shizuku in content, it's to take advantage of her low-rarity status for her Damage 5 random enemies Doppel. However this gives her a great general damage edge. I experimented with this memoria and she can one-hit-kill a lot of enemies in mirrors, which was pretty fun.
Sasara's: Provoke & Damage Cut [X / 50%] & MP Up When Damaged [V / 5 MP] (Self / 1 Turn)
Pretty amazing for a low-rarity tank. I was kind of hoping she might see usage in Despair battles with this set but it doesn't pop her up there. Still, pretty great.
Natsuki's: Defense Up [VII / 52.5%] & Regenerate MP [V / 9 MP] & MP Gain Up [IV / 12.5%]
This helps solve some of Natsuki's issues, mainly that she's a support with only one accele disc. That said, this memoria shows the intention of Natsuki's playstyle imo where you try to use her discs as little as possible. The memo doesn't give her any ATK despite being a passive and it gives her MP Regen, so the idea is that you can passively gain mp just by having her exist and then doppel when you need to (and the doppel restores some mp to her on usage).
It's... okay. I haven't played around with it myself though so take what I say with a grain of salt, but I think it could have been pushed a little harder. Natsuki gives a high amount of attack up (and two defensives) on her doppel, sure, but I think a better support is still Manaka and that's not counting Manaka's new memo.
Rena's: Accele MP Gain Up [VI / 22.5%] & Regenerate MP [VI / 10.5 MP] & Doppel Damage Up [VI / 30%]
This memoria makes Rena a crazy doppel-er. This girl is gonna doppel and doppel and doppel and doppel and doppel some more. Which is great if you like doppels (especially given how she'll inflict increased damage with that doppel damage up buff), but I still find myself not being too impressed. I think it's because that her doppel doesn't do anything besides make more doppels possible with accele mp gain up + mp restore. No buffs to herself or others, no debuffs to the enemy, nothin'. But if you just want single target damage then it's great. I think I'll still count it amongst the good ones because even if it's boring, it does what Rena does best: single target doppel damage.
Momoko's: Charge Conservation & Defense Pierce
Now this is what I'm talking about! This is stupidly creative and good. This plus Momoko's Ignore Damage Cut makes her a tank shredder (in addition to being a semi-tank). Also passive charge conservation? Nuts. I love it.
Kaede's: Magia Damage Up [VIII / 22.5%] & Doppel Damage Up [VIII / 40%] & Forest Attribute Attack Up [XI / 30%] (Self / 1 Turn)
It's a straight forward and powerful buff to her Doppel. Factor this in with her doppel being attribute strengthened and you've got one hell of a bomb on your hands. I appreciate that this one also gives her ATK despite being an active memoria. It's a solid memo if not a little boring.
Nanaka's: Blast MP Gain Up [V / 5 MP] & Aqua Attribute Attack Up [XI / 30%]
I don't particularly like this one, but I admit that I haven't exactly played around with it. It feels like they tried to make Nanaka a lite version of Final Tart? Where she blasts away and then uses a magia/doppel too. But I dunno, it feels a little too split for me. It's notable that her doppel will remove buffs on an enemy target, so I can see a person using this to remove the buff on an enemy so that they can keep blasting away. But the mp gain feels like it would be very slow. IDK, I'm just not as impressed, but feel free to disagree.
Kako's: Accele MP Gain Up [VII / 25%] & Defense Up [VI / 45%] & Regenerate MP [V / 9 MP]
It's not very creative but I like this and it suits Kako's playstyle perfectly. Kako is a budget Madoka because of her accele draw and ability to heal, but she also has a lot of great uses outside of that. Her doppel can be surprisingly powerful for a healer and it will remove status ailments for her team and remove buffs from the enemy (in addition to healing). That makes it very helpful doppel to have on hand for a support, so being able to doppel many times is perfect.
Meiyui: Chance to Evade [VII / 40%] & Charge Disc Damage Up [VI / 30%] & Charge Combo Charge Count Up [+3]
Meiyui is the budget version of Mito, and Mito doesn't see a lot of play so you all know how well that works out. But I respect that they stayed true to Meiyui's vision. Meiyui's deal is that she's a tank who uses evade to self while having buffs to make her deal decent amount of damage. Except I feel like her stats sort of let her down, because she has a ton of passive HP and DEF (meaning that evade feels sort of unnecessary?) and a very low amount of ATK (meaning that her attacks don't hit very hard?). Additionally she suits a charge playstyle which... hmm I dunno. She just doesn't feel very focused. If she was going to be an evade tank who specializes in dealing damage then I wish her stats would reflect that, and if she was going to be a tough tank who can support her charge team then I wish her abilities would reflect that. Basically her memoria makes her stronger but suffers because she's Meiyui.
Konomi's: Regenerate MP [XX / 100 MP] (Self / 1 Turn) & Defense Up [VIII / 60%] (Self / 3 Turns)
This is slightly similar to Ren, but with a delayed guaranteed magia/doppel. It's good for a guaranteed defensive doppel (that also gives a on-demand heal), but I think they could have gone a little more crazy with it. I think what would elevate this memoria is if it also gave the team a buff or benefit on usage too. Give Konomi mp, defense up, and the team uhh I dunno, let's go nuts and give them a shield. Konomi is very defensive so why not lean into that? As it is, I think Konomi could have had better.
Mifuyu's: Accele MP Gain Up [IX / 30%] & MP Gain Up [IV / 12.5%] & Regenerate MP [IX / 15 MP] (Self / 3 Turns)
This makes it easy to get Mifuyu to doppel, which means that this memoria is as useful as Mifuyu's doppel. Mifuyu's doppel gives Bewitch/Dazzle, which is good indeed for a lot of strategies, such as making the enemy deal less damage, dealing increased damage to the enemy, and potentially getting around annoying survives/endures. Not to mention that it lasts for three turns, which means potentially three turns of a magia/doppel. I'd say she came out as a winner here.
Touka's: MP Damage [IV / 30 MP] (All Enemies) & MP Gain Up [X / 27.5%] (Self / 1 Turn) & MP Restore [XV / 55 MP] (Self)
I played around with Touka's and I liked it. I REALLY wish these latest memos came before the final evils. I think Touka's would have made her amazing for a magia stall team. Her ability to both prevent the enemy from gaining mp and also to give herself a Magia/Doppel is great. It's just a shame that there isn't any content out right now where she can actually utilize this. Maybe someone can try it out in mirrors (the cooldown is short enough, and it gives her a nice amount of DEF?). Could be fun?
Alina's: Chance to Strengthened Poison on Attack [V / 30%] (3 Turns) & Damage Increase [V / 25%] & Damage Up Versus Enemies Affected With Status Ailments [VII / 45%]
Interesting to compare Alina's memo to Hinano's, since they're similarish to each other. I think that Alina comes out on top here. Even on its own it's a high amount of Damage Increase, but couple that with an ailment and she can do some real numbers. Held back by the fact that ailment damage up whatever buff only deals damage to the center tile and not all of them (which is fine against single target enemies and not so fine against multi target ones). I think it's good. You can combine this with Alina's active (str. poison) and deal a lot of damage on turn one.
Nemu's: Accele MP Gain Up [V / 20%] & MP Gain Up [V / 15%] & Anti-Magia Seal
Hmm. Well, it makes Nemu better at doppeling, which is good because her doppel has great stuff on it. It also prevents her from being Magia Sealed which is also very good. Notably it doesn't give her any ATK despite being a passive, instead giving her DEF so that she's more hardy. It makes me wonder how well she'd do in Mirrors. She gives out three ailments on doppel (which can wipe anti-ailments), attack up to her allies (meh depending on what strategy you're going for), and remove granted effects (could be very helpful). I feel like this is a good one.
Manaka's: Flame Attribute Attack Up [V / 15%] (Allies / 3 Turns) & HP Restore [V / 20%] (Allies) & MP Restore [V / 30 MP] (Self)
Manaka is one of the best budget buffers in the game and this just helps further that. She can give a high amount of Attack Up on doppel (and now she can buff her flame allies), she can heal her allies on doppel (and now with this memoria), and she can reach doppel faster (with this memoria). I think some of it will need to be planned around-- for example, if you just want that flame attrb up then the heal might go to waste, and same goes for the mp restore, but I like it.
Tsumugi's: Chance to Guardian [V / 30%] & Status Ailment Resistance Up [V / 40%] & Regenerate HP [V / 6%] & MP Up When Damaged [V / 5 MP]
Great for a tank. Tanks have a special weakness to ailments in that ailments deal percent-based damage, so all of a tank's def and hp don't matter as much there. But this gives Tsumugi more breathing room in addition to giving her hp regen (so she doesn't need to be babysat with heals) and mp when damaged (faster mp regen).
--
Thanks for the question. It was fun to go through these and answer em.
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So I know Muffin Record has already done a useful breakdown of which memoria to choose in the current limited gacha but I figured I'd do a more in depth guide so that people can make choices specific to what their account needs and also because I just thought it would be fun. I will be going over each memoria in the order it's listed.
Serial Connect
The amount of Damage Increase it gives is very high but the boost to Doppel damage is low when compared to Voice of the Shell or Wavering Loyalty. Overall a good pick for Doppel spammers.
The World my Big Sister Can See
One of the best picks you can make. It's specifically made for flame girls but magia spammers of any kind can appreciate the Magia Up and MP Gain up. You really can't go wrong with this one.
The Route to Chase the Dream
Very solid memoria that's specifically made for aqua blasters but can can be used by blasters of any element. A solid choice if you're in need of a good blast passive.
Wavering Loyalty
One of the best magia actives in the game, it's made with dark types in mind but the Magia and Doppel Up buffs are high enough that any doppel spammer can use it. A great choice.
Could Not Throw It Away
This is essentially an even better version of this unlimited memoria. One of the best mirrors memoria but if you already have that other one I'd probably go for something else.
Brief Piece of Mind
This is one of the ones I'd recommend the least, it's not bad by any means but it's a bit niche, being made primarily for flame blasters in a charge/blast comp. It's very good for the Aquamarine kimochi but is not better than other blast actives in most other scenarios.
Guided by the Voice of the Shell
Identical to Wavering Loyalty but instead of boosting dark types it boosts aqua types.
Watching Over a Small First Dream of the Year
The most general-purpose memoria in the entire selection, you can slap it on magia or blast units. If you want a memoria that you can use on any kind of offensive unit it's a good choice but if you want something more specialized I'd go for something else.
Towards the True Conclusion
This memoria buffs both magia damage and MP gain at the same time so if you need a memoria that does either of those things this is a good choice. However if you have rolled MadoIro or plan to do so in the future be aware that there's an active on that gacha that is a strict upgrade to this one.
Magical Girls Are Sorcerers
A very handy memoria to have for Ranked Mirrors because it negates the ever present Skill Seal ailment (even when not MLBd) while giving a very nice damage increase. Outside of Ranked it's still good but you might be better off using something with more general effects.
Fairy Tale Entrusted with a Prayer
Another one of the best picks, offers a nice attack buff and buffs MP Gain. Not much else to say, it's just good.
Never Ending Fairy Tale
It offers a nice magia damage buff but I wouldn't recommend it over the aforementioned magia actives. 100% burn is nice but not better than an additional buff or debuff imo.
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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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Amaryllis is here!
I thought she'd be dark, but her element is void, and she seems like a less defensive version of Yamitama.
This is her 5* card art, and she uses a dice to attack. Her active SE gives DEF down + ATK down to all for 3 turns. Her connect gives inflicted damage up + poison + curse. Magia and doppel give a lot of debuffs to the enemy team.
I think she will be useful in disaster challenges and mirrors because of her debuff abilities and fast MP regen.
This 4* memoria gives anti-evade to the entire team. I think it is very useful against megucas with passive evade skill.
And this is her personal memoria, MP regen (self).
I was planning to do 5 steps, but I got lucky enough to roll for her and the banner memoria in only 10 rolls. So I will keep the rest for 6th anniversary meguca 🥰
#magia record#magireco#magireco jp#magireco jp server#puella magi madoka magica#puella historia#amaryllis#she is finally here#she is so beautiful#i love her so muuuch 🥰🥰🥰#my favorite of arc 3#so happy to have her 🦀🦀🦀#まぎれこ#マギレキ#マギアレコード#アマリリス#かわいい
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Final Fantasy Record Keeper Ice-Weak Dark Odin Fight
The Dark Odin fights in the Final Fantasy Record Keeper (FFRK) mobile game are quest level 500.
After being able to beat Typhon, the 5-star Wind Magicite boss who’s weak to the ice element and who takes reduced damage from physical attacks, decided to try the Ice-weak Dark Odin fight next.
I talk more about the Typhon fight in another post. Anyway, the team I brought to this Dark Odin fight was the same one that I used to beat Typhon.
My Magicite deck and passives for this fight was:
Mateus (XII) - Dampen Air Level 10 and Health Boon Level 5
Manticore (V) - 2 Empower Ice Level 15
Madeen (IX) - Healing Boon Level 15 and Health Boon Level 5
Madeen (IX) - 2 Attack Boon Level 16
Phoenix (VI) - Spell Ward Level 5 and Blade Ward Level 8
My team was:
Elarra from Final Fantasy Record Keeper
partial Record Board - got the tiles that increase her HP, mind, defense and resistance stats
100 Magia in mind and HP stats, 45 Magia in defense and resistance stats
Ultra Soul Break 1 (USB1), Magika Album
USB2, Magika Orare
Glint+ Soul Break (G+), Magika Amuletum
Glint Soul Break (G), Magika Pius
equipped with Warrior’s Hymn and Passionate Salsa
Ace Striker Record Materia - Soul Break gauge fills much more when using attack or abilities
Laguna Loire from Final Fantasy VIII
partial Record Board - just didn’t get the Camaraderie tile
100 Magia in attack stat and 29 in ice attack stat
Awakened Arcane Soul Break 1 (AASB1), Tactical Attack
equipped with the Icy Offering Machinist ability; this one has the chance to imperil the ice element
Machinist’s Touch Record Materia - small chance to dualcast machinist abilities
Tyro from Final Fantasy Record Keeper
partial Record Board - got the HP ones and the ones that increased his speed and reduced the delay of his actions
he has 100 Magia in the HP stat, 48 Magia in the Resistance stat, and 48 Magia in the Defense stat
AASB, Fantasy Grimoire Vol. I
Arcane Overstrike Soul Break 3 (AOSB3), Triple Phase
USB4, Arbiter’s Tome
USB3, Divine Veil Grimoire
USB1, Warder’s Apocrypha
G, Purifying Grimoire
Burst Soul Break (BSB), Keeper’s Tome
Unique Soul Break 2, Sentinel’s Grimoire
Legend Materia Relic 1 (LMR1), Archival Secrets
equipped with Wrath and Entrust
Dr. Mog’s Teachings Record Materia - begin dungeons with 2 Soul Break charges
Tyro from Final Fantasy Record Keeper was here to Wrath and Entrust and support the party with his AASB and USB4. The aforementioned Soul Breaks can increase the party’s critical hit chance.
These relics combo very well with Elarra’s (from Final Fantasy Record Keeper) Magika Orare which increases the party’s critical hit damage.
Squall Leonhart from Final Fantasy VIII
complete Record Board
100 Magia in attack and ice attack stats and 3 Magia in HP stat
Synchro Arcane Soul Break 1 (SASB1), Cross Your Heart
AASB1, Fatal Frost
AASB2, End of Flame
USB4, Double Junction
G+2, Fated Force
BSB1, Lion’s Roar
Scholar’s Boon Record Materia - deal much more damage when attacking with an enemy’s elemental weakness
Squall Leonhart from Final Fantasy VIII (#ad) is equipped with his Hero Ability, Renzokuken. Got it to its max rank of 5, increasing its uses to 10.
Celes Chere from Final Fantasy VI
partial Record Board - didn’t get the Camaraderie tile
100 Magia in attack stat
SASB1, Mystical Snow
Chain Soul Break (CSB), More the Merrier
AOSB, Glorious Blade
equipped with Snowspell Strike
Mako Might Record Materia - same effect as Dr. Mog’s Teachings
Gave Mako Might to Celes Chere from Final Fantasy VI so she can cast her physical ice Chain Soul Break right away.
Also equipped Squall with the Omega Drive ability so he can build up his Soul Break bar faster.
Celes also got the Banishing Strike ability so she can dispel Ice-weak Dark Odin’s buffs.
Things worked pretty well. Managed to get the win in 28.28 seconds. Yay for being able to sub-30 this Dark Odin fight.
Really impressed with Squall’s damage output. Well, he was being buffed a lot by his teammates, but still. He did really well. No regrets in completing his Record Board and making his Hero Ability.
Conclusion
So what about you? Have you tried fighting against ice-weak Dark Odin yet? How did it go? What team did you use? What do you think about this fight? Feel free to share your thoughts and opinions by leaving a comment below or by reblogging or replying to this post.
Notes:
screenshots are from my Final Fantasy Record Keeper game account
#final fantasy record keeper#this post stars:#squall leonhart#celes chere#laguna loire#final fantasy 8#final fantasy 6#tyro#elarra#ffrk dark odin#gacha games#ffrk magicite fights#mobile games#games#ffrk
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A Symbol of Relaxation
Obtainability: You can get one copy from completing all three of the unit’s MSS, and the rest can be rolled from the Support Fate Weave. Usable by Uwasa Tsuruno only.
Effect: Accele MP Up [17.5%] / Magia Damage Up [10%]
#Magia Record#Personal Memoria#Accele MP Up#Accele MP Up Passive#Magia Damage Up#Magia Damage Up Passive
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battle system recap
You can choose up to 5 characters in battle, who will actively participate. However, 7 other characters can act as support, who will still somehow affect those that actively participate. I’m not sure how.
The five at the left are the participants, and the seven at the right are the supports.
You chain the order of moves to enact at the bottom part of the screen. The order of everyone is decided by their own speed stats. If three of them are of the same color, they will be strengthened, and even further if they’re next to eachother. I’m assuming it’s like the Puella Combo thing in Magia Record.
You will be able to check what the move does and how effective it is against the selected enemy. The move icons in the distance will descend down if you use the ones at the front, and it’ll refill automatically. Because you can see the next two moves or so that appear later, you can technically plan ahead. You will also be able to guard, reducing damage. Each turn, a random ally will be given an extra column.
For as far as I can see, you can also check if it will be one-sided or if it will be a clash. By default, they will attack the frontmost enemy first.
Part of the combat system retains elements of Ruina’s: the Blunt/Slash/Pierce as well as their weaknesses, and Evade/Block/Counter. The latter though, is still in development. They’ll probably show us those later.
Stagger is still a thing as well. Similarly to the previous game, you can’t connect any move of a staggered unit. Not every move has to be chained, it looks like, and turns are ended anyway if you reach the rightmost part of the board. Once you do so, everyone will move simultaneously. Ruina did this too, but it’s a refreshing thing in the land of turn-based games anyway. It makes it so that I don’t see these two as strict turn-based games.
Used moves will be converted into elemental resources of their color. These resources keep passive abilities alive. However, you also need it to activate E.G.O on those who have it equipped. As it fluctuates, certain passives can become inactive.
The effects of E.G.O will also help the user in the turns afterwards. However, if the user’s sanity meter is low, then they can fall into E.G.O Corrosion. It’s more powerful but ‘they will be uncontrollable’. My best guess is that it’s like a more detrimental Doppel that charges aversively.
^ normal E.G.O attack
^ E.G.O Corrosion attack
The battle in a more advanced state.
Do keep in mind everything is still subject to change. Currently, a second battle video is in the works, and it looks like they’ve at least removed some of the motion blur. A video with combat against an Abnormality will also be uploaded.
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Opal Kimochi Day 1!!
Well this is the first Kimochi raid event that I actually participated in somewhat seriously while knowing anything about this game's mechanics, and I'm lucky enough that it's a Light type Kimochi, right after I got Kuroe during Anni!
To prepare I unlocked the doppels for my Mifuyu and Komachi (Kuroe already had hers unlocked and her SE is pretty kitted out) and got their early SE passive abilities for MP gain and doppel/magia damage.
After a bit of trial and error at the Kimochi though I had to downsize my team to just Mifuyu and Kuroe, in order to prevent the accele disc pool from being diluted too much (I am f2p and I don't think I have any accele draw, I WOULD IF I WASNT SPOOKED WHILE ROLLING FOR MIKAGE F4 FUCK YOU IM STILL MAD). So anyway my very budget team ended up looking like this:
Memoria:
My strategy is simple, just pray to Madokami for good accele disc draws and spam magia/doppel. While I only selected Mifuyu initially because she was the only other dark accele gorrila I had, her Magia/Doppel remove buffs effect came in handy for removing the Kimochi's Defence Up where necessary, clearing the way for Kuroe to wreak havoc on the Kimochi using her Doppel.
The strategy is simple but dumb bitch as I am I still screwed up so many times. Despite that I am still proud of my progress. During the previous Kimochi event, Alina Eve, I couldn't even break over 1 million damage on the Kimochi per round, and now my best run has 11 mil damage, nothing compared to the better players with 5 girl teams but good enough for me. While a lot of my progress can be attributed to Kuroe, I think I know quite a bit more about game mechanics now than I used to.
Overall a very fun event! I can't wait to beat up the Kimochi again tomorrow!
Final results for the day:
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Let’s break down our dear Sana/AI alt!
Connect: Damage Up 35% (most likely 40% at 5*), Guaranteed Curse and Evade.
Magia: Damage to all enemies, Attack down (All/ 3 turns), Stun* (All/ 1 turn), Aqua attribute attack up (Self/ 3 turns)
*I believe that it’s translated as guaranteed stun, but seeing as its for all, it seems unlikely.
SE Passives: Ignore defense chance (20%), Curse chance (15%/ 1 turn), and Damage cut (15% self/ 3 turns at start of battle)
SE Active: Attack Down (10% single enemy/ 5 turns), Attack Up (10% self/ 5 turns) cooldown unknown.
She has high defense and hp stats, most likely making her a defense unit, but her attack is pretty good too. Her disks are balanced too. Overall, a solid unit!
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An Odd Coincidence
Obtainability: Limited to completing the “Mirage of Alexandria” event story quests.
MLB Effect: Accele MP Gain Up [17.5%] & Magia Damage Up [15%]
Effect Definitions:
Accele MP Gain Up will increase the amount of MP gained by using Accele discs.
Magia Damage Up increases the damage done by a Magia or a Doppel.
TLDR: “An Odd Coincidence” is extremely good, especially for a free event reward-- it’ll be an easy go-to for Magia teams and has very competitive percentages when compared to other memoria in the game, and additionally even has excellent passive stats!
Review: “An Odd Coincidence” is similar to another event reward memoria in the game “Goodbye Fable”. Because of these similarities, the reviews will be largely copy + pasted. If you have both memoria, “Goodbye Fable” is better to use thanks to its better ATK stats, though “An Odd Coincidence” has fairly decent ATK stats as well.
“An Odd Coincidence” is a massive boon for Free-to-Play players and Dolphins alike-- perhaps even some diminutive Whales will find this memoria to be a massive relief to own. This is because of how good the two effects work with each other, as Accele MP Gain Up will help you gain MP, and then Magia Damage Up will increase your damage when you spend that MP.
Not only do the effects synergize perfectly well, but they’re pretty competitive when compared to other memoria! Let’s compare it to other Accele MP Gain Up memoria in the game:
(Limited Gacha 4*) “Shouldering Everybody's Hope” Accele MP Gain Up [20%] & Blast Damage Up [35%] & Charged Attack Damage Up [15%] & Status Ailment Resistance Up [30%]
(Limited Gacha 4*) “Waiting for the Moment” Accele MP Gain Up [20%] & Damage Increase [20%]
(Limited Welfare 4*) “Always Thinking of You” Accele MP Gain Up [20%] & Burn on Attack [30%] (2 Turns)
(Limited Gacha 4*) “The Rena I Hate” Accele MP Gain Up [17.5%] & MP Gain Up [10%] & Attack Up [20%]
(Limited Gacha 4*) “You Can Wear Any Outfit You Want” Accele MP Gain Up [17.5%] & Defense Up [30%] & MP Gain Up [10%]
(Limited Welfare 4*) “An Odd Coincidence” Accele MP Gain Up [17.5%] & Magia Damage Up [15%]
(Limited Welfare 4*) “Goodbye Fable” Accele MP Gain Up [17.5%] & Magia Damage Up [15%]
(4*) “A Moment of Peace” Accele MP Gain Up [17.5%] & Magia Damage Up [30%] & Status Ailment Resistance Down (Self) [10%]
(4*) “Because the World Is Full of Wishes” Accele MP Gain Up [17.5%] & Status Ailment Resistance Up [30%]
(Limited Welfare 3*) “Currently on a Hostile Inspection” Accele MP Gain Up [17.5%] & Attack Up [15%]
(Limited Gacha 3*) “Be My Servant” Accele MP Gain Up [17.5%] & Anti-Bind [100%]
(Limited Gacha 3*) “Never Allow Will to Be Erased” Accele MP Gain Up [17.5%] & Attack Up [15%]
(Limited Welfare 3*) “Something to Remember” Accele MP Gain Up [17.5%] & Attack Up [15%]
Several limited memoria have more Accele MP Gain Up, but “An Odd Coincidence” otherwise matches with many unlimited memoria in the game-- in fact, it even has more percentage to offer than some limited ones. But how about its Magia Damage Up?
(4*) “A Moment of Peace” Magia Damage Up [30%] & Accele MP Gain Up [17.5%] & Status Ailment Resistance Down (Self) [10%]
(4*) “Here With You” Magia Damage Up [25%]
(4*) “The Invincible Snacks General” Magia Damage Up [20%] & Anti-Magia Seal [100%]
(Limited Welfare 4*) “An Odd Coincidence” Magia Damage Up [15%] & Accele MP Gain Up [17.5%]
(Limited Welfare 4*) “Goodbye Fable” Magia Damage Up [15%] & Accele MP Gain Up [17.5%]
(Limited Welfare 4*) “The 2nd Christmas Carol” Magia Damage Up [12.5%] Blast Damage Cut [15%]
(Limited Gacha 4*) “Miracle Heroines” Magia Damage Up [12.5%] & Attack Up [25%]
(Limited Welfare 4*) “A Christmas Miracle” Magia Damage Up [12.5%] & Magia Damage Cut [20%]
(4*) “I Can Make a Serious Face Too, You Know” Magia Damage Up [12.5%] & Regenerate HP [6%]
Pretty damn good as well! In fact, it beats out many sources of unlimited Magia Damage Up, only surpassed by three currently in the game.
To put it more plainly, if you don’t have “Here With You”, “The Invincible Snacks General”, or “A Moment of Peace”; then the memoria “An Odd Coincidence” is going to be the highest passive source of Magia Damage Up available for you.
That’s pretty good-- but wait, there’s more! The stats on this memoria are pretty excellent at 2,145 ATK. While there is no generic Attack Up/Damage Increase/Damage Up effect, the stats slightly make up for it-- this makes the memoria extremely good for new players as well, since they can easily pop it on a character if they have nothing better to use.
It goes without saying that this memoria will be good on Magia teams. Ideally you’ll place this on a character who you plan on using Magia often, and who will take the most advantage of that Accele MP Gain Up. Accele Gorillas or characters with two Accele disks are preferable here.
Another thing to keep in mind is that using this memoria means sacrificing one passive that could have been used for a more generic damage effect. Sometimes its better to use generic damage-increasing effects like Attack Up/Damage Up/Damage Increase as passives and Magia Damage Up as an active, just because the generic ones apply all the time and the Magia one only applies during Magia-- and using Magia Damage Up as an active memoria instead.
However, this can be waived if you plan on using Magia often or are going to be capping on some of those generic damage effects through other sources, such as Connects, other Magia, Doppels, ect. Of course “An Odd Coincidence” can also be used if you just don’t have a lot of good memoria on you in the first place too.
So overall? A shockingly really great memoria given to the playerbase for free. Make sure you finish the event in time to get this excellent passive!
#Magia Record#Four Star Memoria#Welfare Memoria#Event Reward Memoria#Mirage of Alexandria#Accele MP Gain Up#Accele MP Gain Up Passive#Magia Damage Up#Magia Damage Up Passive#Ebony#Shizuka Tokime#Useful for Support#Magia Team Memoria#Magia Stall Team 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: EX Skill
Well, my intention was to get this done before the end of anni, but clearly, good ol' Life decided that wasn't gonna happen. Sorry, everyone! I'm still pretty busy, but in the meantime, here's a small post about EX Skills.
Ultimate and Exceed-type characters have an additional ability to express their power: EX Skills. EX Skills are akin to a passive ability that is active all of the time, even when the unit providing it falls in battle.
EX Skills cannot be leveled. They can only be improved by acquiring more slots for the character. An EX skill has two different stages: its base state, at one memoria slot, and its maxed state, at four memoria slots.
To give an example, let’s look at the first Ultimate unit added to the game: Ultimate Madoka.
Ultimate Madoka’s EX Skill: Prayer for Salvation
1-slot effect: Regenerate HP [I] (2%) / Status Ailment Resistance Up [I] (20%) (Allies)
4-slot effect: Regenerate HP [II] (3%) / Status Ailment Resistance Up [III] (30%) (Allies)
Ultimate Madoka is a unit whose kit does a lot for supporting her allies, boosting their disc damage and reducing the damage they take. Her EX skill provides the same support: it regenerates ally HP and protects them from status ailments for the duration of the fight.
Now, let’s look at the first Exceed type added to the game: Little Kyubey.
Little Kyubey’s EX Skill: Serenity Adept
1-slot effect: Damage Up [I] (5%) / Regenerate MP [I] (3 MP) / Status Ailment Resistance Up [I] (20%) (Self)
4-slot effect: Damage Up [II] (10%) / Regenerate MP [II] (4.5 MP) / Status Ailment Resistance Up [II] (25%) (Self)
The main difference between Ultimate and Exceed types is that while Ultimate types support their allies, Exceed types buff themselves. You can see this with Little Kyubey, who buffs its own damage output with flat buffs and MP regeneration.
An EX skill typically has two or three effects.
You can decide the effects of your character’s EX skill the same way that you would for their Connect and Magia.
Keep in mind that since it is a passive effect with no activation requirement or turn limit, an EX skill usually has a small effect. Many EX skills are defensive, and those that don't have much smaller percentages than the buff you would get from a Connect or Magia.
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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! 🌸
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