#So she's still getting Atk/Spd bonus but she can at least fight back
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I am bored and overloaded on fodder from arena tickets and pity breaks, so any suggestions for other projects while I get grails for baby Azura?
<3
I'm probably gonna be super biased towards some units, just because they're my favorites, lol.
Big one I can think of is Python. If you have a spare Summer Elincia lying around, her bow works really well for Python, and since he's a cavalry bow, he has good reach. Mine has a bit of an outdated build, but I run him with Whitecap Bow, Swift Sparrow, Desperation (it has saved my ass and I can't wait for Desperation 4), and Threaten Def (which you can just substitute for some other C-skill). Plus Deadeye.
Luthier is a good green mage unit if you need someone with speed and attack power. Not a whole lot of 4 star green mages are super fast that I know of, but he's a good one. I've considered foddering Tailtiu's Teacake Tower on him, but we'll see if he gets a Refine soon. Holding off until then.
M!Morgan is a big one for me, I have him dual-function as an offensive and supportive unit with Inf. Null Follow 3 (so he can support his mom Robin and dad Priam in the Arena). His weapon with the refine is really good and it makes him a pretty hardcore demote Red Tome.
Benny's a fantastic Far Save unit for me, most people run him near save but that satisfactory Res stat makes him optimal for far save. Only thing is that I run him with Arcane Qiang which is hard to get, so go for it if you have one on hand, but hold off if not. Not a lot of lance weapons that help boost the Res stat. My Benny is run with Distant Stance, Mystic Boost 4, A/R far save, and Def/Res Ideal S seal. I'm considering nabbing an extra Armored Beacon fodder, but the Armored Beacon/Armored Floe fodder I have right now is being saved for if Miklan gets added to the game. So yeah, Benny's a sweetheart of a defender if you run a Far Save on him. I love Henriette but I've never pulled more than one copy of her, and Benny works best.
This one is weird, but Azama is also an interesting staff unit; he's not flawless, but I have him in Aether Raids and he tends to fuck up people who ignore him in favor of taking out other units first. Serpentine Staff deals less damage than Pain does (7 HP as opposed to Pain's 10), but it also has built in Deep Wounds. So I run him with Fort. Def/Res 3, Renewal 3 (which probably should be replaced with Poison Strike, or Poetic Justice if you need him to attack better), and two counts of Savage Blow 3. Problem is you gotta invest a LOT of Dragon Flowers into him. But to me, he's still worth the build. If you have a Holy Panic, slap that on him. His Attack stat is absolutely abysmal, but he's more of the "Death by a Thousand Papercuts" type of unit.
This one is only a suggestion if you have an Arcane Downfall, but Mustafa definitely is a solid axe unit. He virtually has Ganglot's kit (Distant Stance and Quick Riposte 4) plus Def/Res Menace and Fort. Def/Res 2 as an S seal. If you have good support units behind him, he's a monster. The unit showcase video I did of him has him taking down Ninja Camilla, though I'm like... 95% sure it was unmerged (or only had one or two merges), but STILL. He's an enemy phase slaughterhouse.
This one goes without saying, but one of my most utilized units is Silas. The only thing that sucks is the constant influx of sword units that are starting to outclass him (LOOKING AT YOU, B!SELIPH), but if you play to his weapon refine, he's incredibly reliable. Just needs a Far Save unit to cover him, lmao. I run him as an enemy phase unit: Sturdy Stance (prevents cooldown charge in most cases, very useful to prevent him from getting wiped out by a Special), Quick Riposte 4, Atk/Def Menace (which I may replace someday if we get a better Atk/Def C-skill), and Atk/Def Form 3. His refine weapon, Sworn lance, requires a support partner, but it prevents most units from making follow up attacks; which means sometimes he can tank hits from dragon units (but not all the time) because he prevents their follow up attack. So most of the time in combat, he's getting at least 20+ Atk and Def. And his support partner is OG Kinshi Hinoka (since I paired them in my Fates game), so with her Atk/Spd Oath 4, she can usually get around to where he is if she's close enough to him or another unit. He's not as destructive as Geralt or Petrine, but he's my buddy and that's all that counts.
Sorry for the long list, I started going down my barracks and realized I have a lot of units that I just have fun using, lmao. There's a couple I left out but I didn't wanna drag out the list.
#Fire Emblem Heroes#FEH#I'm actually tagging this one in case people need some unit ideas for some 4 star heroes#Another big one I wanted to mention who works in an unusual way is my Soleil#I gave her a Florid Cane from the thief banner last year because I hate the Firesweep weapons#And giving her a Canto ability is probably one of the most useful side effects I've ever had on an infantry unit#So she's still getting Atk/Spd bonus but she can at least fight back#And then I added Close Call 4 so she can back off and still use the other extra movements to retreat out of range
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Fire Emblem Heroes Unit Review: Ayra
“And even if I could go back in time... I'd still fight. Yes, I'd fight to the bitter end. I have no doubt. What's really important is how you live your life. Being here, with you...I can't complain. I'm satisfied with things as they are.”
Available: 5-Star
Neutral Stats: 41/33/37/31/21 (Best IV’s: +Attack for more power, +Speed to double more foes and increase her Special damage output; -Res since it’s pretty low anyway and preserve her physical bulk better.)
Default Kit:
Ayra’s Blade (16 MT: Grants Spd+3. If unit’s Speed is greater than foe’s Speed, grants Special cooldown charge +1 per attack. Only highest value applied. Does not stack. Locked to Ayra.)
Special: Regnal Astra (Boosts damage dealt by 40% of unit’s speed. Locked to Ayra. Cooldown: 2 Turns)
A-Slot: Swift Sparrow 2 (If unit initiates attack, grants Atk/Spd+4 during combat.)
B-Slot: Desperation 3 (If unit’s HP is less than/equal to 75% and unit initiates combat, unit can make a follow-up attack before foe can counterattack.)
Pros:
Great attack stat
Fantastic Speed
Very few units can double her unless certain skills apply
Personal weapon grants her +3 Speed
Built in Flashing Blade
Allows her to activate her special faster
Regnal Astra is a fantastic special that gives extra damage based on Ayra’s speed (which is a lot)
Short cooldown time
In combo with personal blade, Ayra can activate the special in every round of combat most of the time
Decent bulk for a front-line unit
Can also run Enemy Phase set if she wants to
Fantastic Base Kit
Looks gorgeous and kicks all amounts of ass!
Also, best art!
Cons:
Low Resistance
Prone to Ploys that can ruin her damage ouput and tanking potential
Distant Counter set is very expensive to build
Pissed off many FE Heroes Players by being in a banner unannounced...
Never did I think I would ever get the chance to obtain and review Ayra: one of the most busted units in Heroes, and one of the controversial characters due to her appearing in a banner unannounced a few days after the main banner (World of Genealogy). I think I know how we felt about this...
But moving away from the controversy and onto Ayra as a unit! Like I said before, Ayra is busted thanks to her Attack stat of 33 and her incredible Speed stat of 37; basically what any offensive unit would desire. Ayra’s stat line isn’t the only factor that makes her an incredible unit, but her base kit which makes up another half of why Ayra is a fierce unit in general.
She wields her personal weapon, Ayra’s Blade, which not only grants her +3 to her Speed (bumping it up to 40 by default), but has a built-in Flashing Blade on it. When Ayra attacks a foe and she has at least one more point of speed than her foe (which is most of the time), her cooldown gets decreased by two instead of one, resulting her in activating her specials a lot faster than normal. Keep in mind though that it doesn’t stack with Heavy Blade 3 in case Ayra runs a longer cooldown move like Aether or Galeforce.
Speaking of specials, her special is one that’s exclusive to her: Regnal Astra. This special provides Ayra extra damage to her attack based on 40% of her Speed. And considering Ayra’s Speed sits at 40 by default (including the extra speed from her personal weapon), she can gain at least 16 points of additional damage... and that’s when she’s not attacking, alongside other factors (IV’s, Sacred Seals, boosts from Hones/Tactics, Swift Sparrow 2, etc.). Ayra can mostly get more than 18-22 points of additional damage, granting her kills that would normally not be possible such as armor units and even lance units! Plus, it has a very short cooldown of 2 turns, and adding to her blade’s effect, Ayra will activate Regnal Astra in every single combat, unless some things prevent it.
Also, bonus points for having a cool name and pretty animation to boot for an exclusive special.
Now onto the rest of her kit! Her A-Slot is the well sought out Swift Sparrow 2, granting Ayra +4 to both Attack and Speed whenever she initiates an attack. This works to Ayra’s favor as she’ll increase both her damage output and Regnal Astra’s damage as well, alongside doubling more foes she somehow couldn’t double without the extra 4 speed. Her B-Slot is Desperation 3, which combos perfectly with Ayra very well with her Blade and her exclusive special; taking out the foe with her special before they can even have a chance of touching her. All she needs is her HP to be at 75% or below and Ayra becomes a destructive machine, killing all those who block her path.
Her base kit is amazing and all; pretty much any player, F2P or P2W will adore Ayra’s set and will only add an Assist Skill and a C-Slot of their choosing, and their Ayra is set to kick all sorts of ass! Assist Skills like the simple but always reliable Reposition, Draw Back, and Swap are excellent option, or the Rally Skills (Dual) when there’s moments Ayra can’t do too much to her foes. Her C-Slot is pretty much depends on the player’s choice and their allies, though her most popular options are Threaten Speed or Defense to help her dual her foes much easier. However, Hones/Fortifies, Drives, Spurs, and even Tactic skills are very good options for Ayra.
Still, there’s MORE Skill Inheritance options for Ayra. The most popular weapon, besides Ayra’s Blade, people go for is Slaying Edge+ with the Speed Refinement as it allows Ayra to ALWAYS activate her special without any worry about the speed requirement. There’s also the Wo Dao+ and just recently, Safeguard+ if you want Ayra to be a bit more defensive, which is possible thanks to her decent 31 Defense stat.
Her A-Slot can be replaced with Distant Counter, and she can kill some range units during the Enemy Phase, though it’s a pretty rare skill to obtain and requires a Hector to pull off. Death Blow 3 or Darting Blow 3 are solid options in case she needs either more power or speed. Sturdy Blow 2 is another option as she can get an extra defense boost, which is useful when she’s attacking heavy hitters such as Hector, Winter Chrom, and Zelgius. Fury 3 is a decent option to get into her Desperation range faster, but that can dwindle her health very fast and some people might not like that.
If you don’t want Ayra to have Desperation 3, then other options such as Wrath 3 and a breaker Skill are nice for Ayra to have. Quick Riposte 3 is an excellent option when using the Distant Counter set, or Wings of Mercy 3 to surprise your foes on the unexpected.
While Regnal Astra is an awesome special for Ayra, she can take advantage on other expensive specials such as Aether and Galeforce, especially when combined with her personal blade decreasing the cooldown faster!
Ayra may be one of the top units in Heroes, but she shares a few weaknesses just like with every hero. The most obvious one is that she has low Resistance, meaning that a dragon or a mage can heavily damage her, or in the worse case scenario, kill her! Her low Resistance also means that she’s susceptible to Attack/Speed/Defense/Resistance Ploy, ruining her power and how much she can tank. Her Distant Counter set, while awesome (and one of her best sets), is VERY expensive as it needs a lot of rare units (5-Star) and not everyone is willing to sack those five-stars unless they have a closet packed with characters with amazing skills. And of course, she has to deal with the many popular blue units such as Nowi, Hardin, Effie, and Ephraim; all of which can destroy her and Ayra may not have to power to take them all out, even with Regnal Astra.
Regardless, Ayra is one of the most deadliest characters in Fire Emblem Heroes with her strong attack, speed, and amazing base kit that any hero would die for! So if you’re lucky to get an Ayra, give her a run and regardless of IV’s, she’ll destroy as many foes as she can!
Recommended Skills:
Weapon:
Ayra’s Blade (default)
Slaying Edge+ (Speed refined)
Wo Dao+
Safeguard+
Assist:
Reposition
Draw Back
Swap
Rallys
Special:
Regnal Astra (default)
Galeforce
Aether
A-Slot:
Swift Sparrow 2 (default)
Death/Darting Blow 3
Fury 3
Distant Counter
B-Slot:
Desperation 3 (default)
Wrath 3
Wings of Mercy 3
Breaker Skill
Quick Riposte 3
C-Slot:
Threaten Speed/Defense 3
Hones/Fortifies
Tactic Skills
Spurs/Drives
Counters:
Blue mages such as Delthea, Linde, Lute, Ishtar, Micaiah, and especially THE REINHARDT!
Swordbreaker ruins Ayra and ignores her high speed
Firesweep Sword and Lance users like Soleil, Cordelia, and Tana
Bulky lance units like Shiro, Lukas, Effie, Christmas Robin
Dragons such as Nowi, Male Kana, Young/Adult Tiki
Teammates:
Blue magic checks such Deirde, Julia, and Fae
Dancers are nice
Bulky green units like Hector, Male Grima
Buffers like Delthea, Ephraim
Summoner’s Words of Wisdom: “This princess of Issach is ready to protect you with her blade as long as she lives. With her power, speed, and skills, you have nothing to worry with a powerful and beautiful princess at your side.”
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Labyrinthine December Part Final: Stat the Leftovers
...I just noticed that I added way too much TP to Okuu. Oops lol
Anyway, it’s time to finally address the last three postgame characters. In terms of LoT’s maingame, I’ve just been bumbling about and making huge mistakes like “buffing MND for my DEF tanks”, “buffing MAG for MND tanks like Iku”, “buffing both stats for composite attackers like Cirno” and other goofs.
For the postgame, there’s a statting guide I’ve been relying on for from MotK. It has been very, very good, since it has turned Mystia into a dungeon sweeping goddess and in the few cases I’ve not followed it (like Kanako having a MAG / HP spread of bonuses), it hasn’t turned out well.
= = =
Okuu:
This one’s a no brainer, Okuu needs MAG boosts. Okuu is no tank: I think a tank can have *only* one bad affinity, maybe two. Okuu has *three* bad affinities, however, and top it off, her attacks actually weaken herself (Chen style), and she offers no support so yeah, her defensive stats are not getting the bonuses. As for offensive stats: Okuu only uses MAG.
I suppose you could make an argument for upping SPD, but I’m not about to make that one now. So we’re settling with MAG. And now, without further ado
Final Stats:
HP: 50k. This is not great. Her contemporaries in this category are... Chen, Orin, Sanae and Tenshi. Her contemporaries in the general character type of “tanky MND attacker” (which includes Eirin, Alice and Mokou) all have much, much higher health than her.
MAG: 74k currently. I think, pre-bonuses, her stat was like 40k, so this is a huge bump. Except for Marisa who is sitting at sub-90k (with extra skillpoints put into MAG), this puts her above MAG leaders such as Kaguya (69k), Alice (67k), Patchy (65k) and Kanako (64k).
DEF and MND: These sit at 25k and 26k respectively. It is fully worth noting that in relation to other tanky MND attackers, this is right around Mokou’s level (except that Mokou has shitty defenses so this is really not good). For comparison, Alice sits around 26k for DEF... but has 43k for MND. This stat is inflated by my main-game statting though. Eirin is at a firm, balanced 39k / 38k spread, but I’ve specifically been cultivating that balanced spread.
SPD: 1044 SPD ain’t bad. It definitely means she’s not slow, though with the exception of Suwako, she’s in the SPD class you typically see a lot of hardier characters in.
Overall Impressions: I don’t really know about her as an addition. My biggest issue is that there’s no shortage of MYS attackers (Marisa, Yuuka, Rumia, Reisen) or FIR attackers (Yuugi, Mokou, Alice, Orin). She’s not even the only FIR and MYS attacker, as Flandre exists, though she is infinitely safer to use than Flandre is. I also feel there’s a good chance I don’t end up using her since we’re at the endgame and I’d rather stick to the characters I know.
Thankfully, a New Game+ does exist for Labyrinth of Touhou 1 so I might get more use out of her there.
= = =
Keine:
Looking at her raw stats and abilities;
Keine has good HP growth, followed by okay SP, ATK and DEF growth. MND and SPD aren't bad choices. She doesn't use EVA or MAG but they're bad choices anyway.
Keine has two ATK spells and three buffing spells. Her ATK spells operate like Alice, in that her first spell targets DEF while her second spell targets MND. Her three buffs cover ATK, MAG and DEF. It's worth noting that Keine doesn't benefit from MAG, and Keine also can't cover MND, her defensive weak spot.
The play notes on the Wiki mention that she's got good HP growth, good affinities and her offensive buffs are pretty unique. Off the top of my head, this seems about right: Reisen, Maribel, Okuu and Chen can only buff themselves, Sanae and Iku can only buff one at a time, and Ran's buff is very slow. She’s only “competing” with Ran in this space, and Ran is used more for back row buffing, not front row.
I’ll admit that the offensive buffs are very, very appealing to me. While her ability to target DEF and MND with non-elemental spells are certainly interesting, I’d probably need to invest into her ATK stat for it to do good damage. And since I always, always, always put priority on survivability for my buffers, all I can say is...
Welcome to the party, DEF-build Keine! I look forward to utilizing your buffs.
Final Stats
HP: 73k. They weren’t kidding about her HP growth. 70k is about where all my good supports sit (Yukari, Ran) and it’s just below HP growth powerhouses like Meiling, Yuugi, Sakuya and Remilia. Though technically not as impressive as the tanks, considering her upcoming stats, her HP is actually quite good. She’s certainly not going down without a good hit.
DEF: 48k. Make way for a new Queen in the DEF category. With bonuses, her DEF got bumped from 29k to 48k. Like I mentioned before, her HP might not be so great, but her DEF puts most other tanks to shame. It’s well above Sakuya (40k), slightly above Remilia (46k) and just below Meiling (50k). She’s far below Yuugi but Yuugi cracks under certain magical, elemental attacks. She’s got a similar MND weakpoint, but between the better SPD and affinities, she’s never as vulnerable as Yuugi can be in certain situations.
SPD: 1070 SPD. Again, not slow, but not particularly fast. Also again: much better than Yuugi’s SPD.
Overall Impressions: It’s a bummer that we’ve been fighting a streak of MND targeting bosses, because Keine seems like she’d be useful in plenty of other fights. I’ll try to fit her into my party when I return to this game, though like with Okuu, I’ll get more time to experiment in NG+ next time
= = =
Yuuka
Yuuka seems like she can be built as an attacker or as a tank with support. In terms of raw stats, her current maxed stats would be:
HP: 59k SP: 1100 ATK: 24k DEF: 32k MAG: 47k MND: 23k SPD: 837 Her affinities are solid, except for NTR (which is good) and FIR (which is bad)
In terms of raw stats, she’s pretty similar off to Kanako. Their SP’s and SPD are quite similar. While Kanako has a more even spread of DEF and MND, Yuuka’s is skewed towards DEF. I can’t compare MAG or HP since both have been manipulated for Kanako, though I know Yuuka has better, natural HP.
In terms of abilities, Yuuka has a concentration of NTR spells with one big MYS spell (which is her own version of Master Spark that is weaker, but targets groups). Her first spell is just a short delay attack spell, while her second and third spells are group spells with healing and rebuffing properties.
Yuuka has a short delay attack spell. It's not much though
Her second spell is a MAG-based attack spell that also happens to heal the entire party... this is amazing on first glance, until I realize it’s a percentage based heal (a la Eirin).
Her third spell is another attack spell that heals stat debuffs (but only by half). Gonna be real though
Her final spell is Master Spark. It's slightly weaker, but it also hits groups of enemies.
...It’s kind of hard to pinpoint what Yuuka’s specialty is. Having an extra Master Spark around is great, but idk, that feels kind of like overkill. Her support abilities are definitely a bit underwhelming; 10% of all HP is nothing. And I’ve said it before, but I’ll say it again; enemy debuffs have never been particularly intimidating to me, so a skill that halves them doesn’t seem great.
If I had to pinpoint anything unique about her, it’s the fact that she’s a NTR specialist. NTR is the second most underrepresented affinity. Your NTR characters are just Wriggle (a PSN attacker), Minoriko (a MND tank and healer), Suwako (a glass cannon) and Tenshi (a balanced tank) and of the group, only Suwako could be described as a dedicated attacker.
Yuuka can at least work as a secondary NTR attacker with more reliable group attacking spells. I’m not sure if any of the upcoming bosses will be weak to NTR but I do know a bunch of bosses in the maingame that she’d be clutch to have (cough Eientei cough). And I think that without affinities, she’s a tank with minimal support a la Yuugi (Flower Shot is fast, and group healing and rebuffing is probably useful SOMEWHERE).
...Man, this still hasn’t helped me decide where her points should go into. Time to test some things... If I put all 310 bonus stats into each stat, here is what I roughly get...
PURE DEF BUILD: With all her bonuses put into DEF, Yuuka’s DEF stat reaches 51k. This puts her at higher than everyone but Yuugi, though her HP stat is far less impressive overall. I’m not sure I like this tbh.
SPLIT HP / DEF BUILD: With a 155 balance of HP and DEF, you get 72k HP and 41k DEF. This spread isn’t much better. A close comparison here is Sakuya, who has 40k DEF, consistently good affinities and SPD and... way more HP than Yuuka. I’m not sure I like this.
PURE MAG BUILD: With all her bonuses into MAG, she’s basically at Okuu levels of MAG which is impressive. Except for in the SPD category, she’s hardier than Okuu overall.
...Screw it, I’m gonna go with Yuuka being Master Spark 2.0. This is endgame anyway, I’ll have all of NG+ (when I unlock it) to give “Yuuka the NTR Tank” a fair shake. Here’s how she looks (with her stats boosted to Marisa levels)
And for comparison, here is what Marisa’s MAG stat is like
Hmm. I guess Yuuka’s MAG growth just ain’t as good as Marisa (I actually split Marisa’s bonuses into MAG / SP during the main game, so the fact that Yuuka isn’t even *close* with a pure MAG build is really telling).
But whatever, I’ll have the two Master Sparks, with the large fries and drink
...And with that Labyrinthine December is officially done!
I’ll probably clean up the remainder of the game at some point next year (I’ll post about it when I do, of course). Not sure whether I’ll be doing a Labyrinth of Touhou 1, New Game+ run or a ‘blind’ Labyrinth of Touhou 2 run next December, but I’m looking forward to continuing this series of games!
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Labyrinthine December Pt 2: First Blood... Also I Statted Characters
As you can tell from the title, I cleared the boss that was stonewalling my progress, and I also allocated bonus points to all characters
...but that’s not really true. I didn’t actually stat all the characters. I was spending way too long fussing over how to stat every character (I spent over an hour on all this, no seriously). It was when I got to Alice that I realized “uh why am I getting stressed over this, I’m not even going to be able to use her against Eientei” and then off I went.
I statted like half of the characters, but not all of them like I said I would. For the record, here are the characters I managed to stat:
Minoriko: she was very, very simple to stat because her skill growths aren’t particularly good and leave you with only one real choice. I opted to bump her MND up to 14k since bumping her HP wasn’t a serious option.
Yuugi and Youmu: I had a crisis when I compared the two characters’ stats and thought “maybe I could turn Youmu into a tank and Yuugi into a nuke”. After much deliberation, I did not do that; I realized that Youmu could only be a tank on paper, not in practice (her attacks all have abysmal delay; this is not a desirable trait to have in a tank). Aside from regular attacks and switching, all her actions are slow; it was just very unrealistic, so I opted for HP / DEF with Yuugi, and HP / ATK for Youmu. Youmu will just be “nuke who can take a hit” so that she’s differentiated from Marisa and Suwako.
Wriggle: I went HP / DEF / MND with her. At some point I realized she had a lot of crossover with Tenshi (they both have kinda okay NTR attacks, and the way I’ve built up Wriggle has her DEF / MND very close, just like Tenshi) except that she also specialized in resistances that Tenshi was weak to. It was a no-brainer.
Tenshi: This is obvious, DEF / MND
Aya: I actually opted for SPD here. I’d been building her ATK up and Chen’s SPD, but I realized that made no sense; Aya has actual utility and can bump up the speed of other characters, while Chen can only attack. Building up Aya’s speed is a win for the whole team, essentially.
Orin: I went back to basics here and realized that Orin’s SPD is currently pitiful for a speedster. I’m still considering her strengths but making sure she’s at least as fast as Cirno is my first consideration.
Komachi: I accidentally upped her ATK when I was testing her upgraded stats. This is matters not, however.
Suika: I put it into DEF? This was the point where I was getting super impatient about statting everyone.
Then I got to Alice and sort of quit there. The characters that have yet to be statted are: Alice, Rumia, Iku, Suwako, Sanae, Nitori, Ran, Reisen, Mokou, Flandre, Kaguya, Yuyuko, Yukari and Rinnosuke.
+ + +
Now on to the main event: the Eientei V2 fight.
This fight... was pretty easy. Honestly, being underleveled is what made it “hard” at all. While it was not free, I actually managed to survive with a full party (and this never happens in bossfights that are legit tough).
The specialists I added to this fight were Suwako, Wriggle and Yuyuko. Shoutouts to Tenshi, who can be your sword AND shield (due to her NTR-based attack skills). NTR and SPI are the the weaknesses all 3 Eientei characters are weak to (whereas other elements have 1 resistant character, Kaguya’s FIR resistance, Reisen’s MYS resistance etc.)
The main strategy for this fight is that you’re fighting a team of 3 characters that sort of mirrors your own. Reisen inflicts debuffs and status ailments. Kaguya buffs her party (but only if you debuff hers first). And Eirin keeps the group topped up when they’re running low on health.
Now the original version of this fight was a doozy. My main strategy was to “gas the Lunarians” after I realized that Eirin will only heal characters when they’re near death. My strategy then was to paralyze Reisen (so she can’t debuff your team), poison their entire party and then build up and maintain a strong defensive wall. As soon as I hit a point where Eirin had healed herself, Kaguya AND Reisen, I immediately hit the nuke button and they were wiped out.
My V2 fight was not nearly as meticulously planned out. The same strat of “keep Reisen paralyzed” and “don’t kill anyone just yet” applied, but now that you have Tenshi and Yukari, you honestly don’t need to put up with their shit.
Just have Yukari in the starting party with several DEF / MND buffers and you can get the upper hand immediately. Poison them, paralyze Reisen (as always) then just build up your party with Ran’s buffs. Once Eirin starts healing several characters, that’s your cue to unload on them. Suwako is good for finishing off enemies. Yuyuko can also do that, with the benefit of reducing gauge (just make sure you have someone swap her out afterwards)
Just avoid debuffing anybody if Kaguya’s around; she’ll rebuke your debuffs with buffs of her own. It’s not a hard fight if you’re levelled; you have Yukari, Tenshi and some other pretty busted characters this time around.
Now off to find out what the next boss fight is.
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