#and my damage resistance is at 80% which def helps
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foxstens · 2 years ago
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yoo i made it out
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af1899 · 3 years ago
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FEH - Legendary Fae was announced!
youtube
(Link to trailer)
...And I definitely didn't expect her like, at all lmao.
Anyway, my dump on thoughts below the cut. 👇🏻
Unit info
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Banner info
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And now, le thoughts
Well, Fae definitely comes out as a surprise, but a welcome one indeed.
Her artwork seems like a fresh and improved take on her original form, and the artist made such an adorable drawing of our beloved little manakete from Elibe, so sweet.
About the gameplay, I think I can see her kind of playing like Legendary Female Corrin, but more defensive as Fae's skills don't prime her to deal more damage, but to last longer.
Her weapon provides her with superior durability by inflicting an array of stat debuffs in-battle to the foe that initiates on her (plus [Guard] if she's near an ally), [Distant Stance] is an upgraded [Distant Counter], giving an extra of resistance +5 during battles that the foe initiates on the user... and of course, it's going to be inheritable, much like Brave Gatekeeper's [Close Reversal]. [Dragon's Ire 3] also goes along nicely with her as it provides her with reliable follow-up attacks on enemy phase, and [Def/Res Menace] helps her hit harder and last even longer with field buffs.
[Life Unending] is also a rather... interesting upgrade to [Miracle], as it's going to be ready on turn 1 and let Fae survive a lethal strike, if she does, then she recovers her HP completely. It'd be too good to be true if this was inheritable too? I doubt it but I mean, let's wait for the datamine to be sure, it's most likely going to be locked to her, which is the more realistic thing to occur.
So... as a unit: she's not super threatening, I doubt that you'll see her often in PvP, and even if you do, she's easy to pick off with the large array of counters there is, plus I'd bet that letting her initiate on her own OG form with the refine would keep Legendary in check, just to provide a fun scenario to toy with later. The best counter to her will be letting her initiate, half of her kit won't work because of this.
My plans for the banner and color value
First of, I'd like to share that I think blue might have the best value, it does offer Nifl who has pretty good fodder and utility, Ullr who is standing her ground really well as an offensive Mythic Hero, and of course Fae, who's packed with an assortment of fodder and is also a strong enemy phase contender. The other colors are pretty good as well, but green seems to offer the second best value Imo, and colorless isn't exactly effective to pull on, but these units continue to be handy to have even as we're nearing Nove.bero share that I think blue might have the best value, it does offer Nifl who has pretty good fodder and utility, Ullr who is standing her ground really well as an offensive Mythic Hero, and of course Fae, who's packed with an assortment of fodder and is also a strong enemy phase contender. The other colors are pretty good as well, but green seems to offer the second best value Imo, and colorless isn't exactly effective to pull on, but these units continue to be handy to have even as we're nearing November/2021, Mila is specially super useful to have with [Isolation] to shut down most refreshers or traps based on assists.
With that out of the way, I see myself likely pulling, I'd really like [Distant Stance] for OG Idoun since it gives her much needed bulk when taking on magic units, and red is such a good backup for me, specially since I have a marginal chance to get a merge for Nyx — but, at the same time, this kind of banners is infamous for being [Orb] predators, being rather risky to pull on (specially unprepared), and I have around 80 [Orbs], so... yeah, I'm on the fence about it, skipping would be the best I know.
Anyway, best of luck getting Legendary Fae and/or whoever you want if you plan to pull! 🍀
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gigadracky · 6 years ago
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Event Gacha 5/21
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Todays gacha features the Dragon Staff, Pallium Regale armor, and Apollos Crown and Shield. Just like yesterday, this gacha lasts only one day and it is all alchemizable. This equipment first appeared in DQ5, but it re-occurs in later titles. The shield is newly introduced to the mobile game, not in any other DQ title.
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Dragon Staff
A) Puff!
Spell Skill that transforms the user into a dragon and damages all enemies with a Flame Breath attack. Damage is based off enemy breath resistance, not magic defense. This spell skill cannot cast critical spell. Target: All enemies
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Apollo's Shield
B) Apollo's Blessing
While guarding recieve 50% less damage and recover 50HP. Guard lasts atleast 3 turns.
S) The Sun Will Rise Again
At death, 10%-15% chance of reviving the wearer with full HP.
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Apollo's Crown
A) HP + Strong
HP +20-+30
B) Ice Breath Damage Reduction + Medium
Reduce Ice Breath damage by 20%-30%
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Pallium Regale Body Armor
A) Breath Damage Nullification
10%-20% chance of nullifying damage from enemy Breath Attacks.
B) Attack Spell Damage Reduction + Medium
Reduce Attack Spell damage by 10%-20%
Pallium Regale Bottom Armor
A) Mera(frizz) Damage Reduction + Strong
Reduce Mera(fire) attribute damage by 30%-45%
B) Paralyze Resistance + Medium
Resist Paralyze status effect with 50%-60% chance of resisting infliction.
After Alchemization:
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A) Huff!*
Spell Skill that transforms the user into a dragon and damages all enemies with an Ice Breath attack. Damage is based off enemy breath resistance, not magic defense. This spell skill cannot cast critical spell. Target: All enemies
(* had to make up a translation for this skill, it is newly introduced to this game.)
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S) The Sun Will Rise Again
At death, 10%-15% chance of reviving the wearer with full HP and a 20% attack buff.
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B) Speed Debuff Resistance + Medium
Resist Speed debuff from enemy with 50&-60% chance of resisting infliction.
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Top Armor
A) Breath Damage Nullified + Strong
20%-30% chance of nullifying damage from enemy Breath Attacks.
Bottom Armor
A) Paralyze Resistance + Strong
Resist Paralyze status effect with 60%-80% chance of resisting infliction.
My Opinion:
The Dragon Staff is truly the only thing worth the pull for. Having a spell that deals breath damage can help against enemies that have strong MAG DEF or have the Bounce skill. This spell isn't bounceable and the damage depends on enemy breath resistance, so it can be pretty handy. It also hits all enemies so it's great for crowd control. You can actually equip this spell skill to any vocation since the damage output is purely dependent on enemy resistance to breath attacks, no need for MAG ATK stat. Its subskill slot growth is fine and when it alchemizes it's really great! This wand is perfect for a Sage since you can equip more spell skills, having only one Support and Assist subskill slot, giving you a slot to either heal or buff, and other slot for team buffing or damage + debuffing.
The armor I would say is not so great. It has pretty low DEF, not many resistqnces, and their unique Defensive skills are left for chance, not worth the risk.
The Shield is also not the best. You only have a 3/20 - 1/5 chance of being revived at death. It only heals 50HP when you guard, which is not much, and its DEF is just average almost below it. If you have shields to heal more it is honestly better than this. And the chance rate for revival is pretty low and risky that doesn't make up for everything else it lacks for.
I give this gacha pre alchemized 3/10 Drackies, after alchemization 4/10 Drackies.
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ajentmm · 2 years ago
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CYL4 Refine Theorycrafting (Part 2)
(Dimitri) - (Claude) - (Lysithea)
Edelgard: Adrestian Emperor
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Flower Hauteclere: "Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, unit can move 1 extra space (that turn only; does not stack) and grants the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces." At the start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat."
Noontime - Distant Ward - Black Eagle Rule - Joint Drive Res
Black Eagle Rule: "If unit's HP ≥ 25%, unit makes a guaranteed follow-up attack, and also, if foe initiates combat, reduces damage from foe's follow-up attack by 80%. (For standard weapons, "follow-up attack" means the second strike. For weapons that grant "unit attacks twice," it means the third and fourth strikes.)"
Edelgard has had a long history of meta relevance and Brave Edelgard is no exception. 45 Base Attack, great Def/Res, Auto-follow-up Attacks, damage reduction to foe's follow-up attacks, easy -6 Atk/Def to foe, and distant ward. The piece of resistant, easy +1 movement and ground orders, is what makes El easy for new players and armor haters to use on any team. This made her meta and still makes her a top tier units
But now there's a new meta, Save skills. No longer do you need to move an armor unit into range of the foe to counter them. Just put another ally in the range and keep the armor unit close by and they fight in that allies stead. Heck, in Aether Raid, just surround your armor unit in strikers and support units, any if the enemy doesn't have a counter to that armor unit, you win. Now, all armor units need to be purely enemy phase focus.
How does El work in this role, you ask? Really well. Most units prevent foe's follow-ups but foe's with Null-follow-up will just disable it. So El reduces the damage to a miniscule amount and us the hit to charge a second potential Noontime. Sure, a foe with a pre-charged special can roast her, and Deadeye or Lethality can bypass the reduction, and foe's with Null-Follow-up can prevent her from doubling. Overall, she's great.
However, it is Black Eagle Rule that's doing all the heavy lifting. When it comes to combat, her weapon just has Accelerate Specials and Atk/Def penalties. Giving El the Deck Swabber can give the same result (minus the special spam). Now, we can increase the Atk/Def penalties on foe or give her true reduced damage (like Askr or Sp!Maria), but if she's just a near/far save tank, what's the point of movement?
Which brings me to one of two source of inspiration, Summer!Edelgard. Summer!El is the new best armor unit who's power lies in her player phase capabilities. On top of retaining L!Edelgard's Raging Storm (which allows for Galeforce), she has the new Assault Troops movement skill, and her weapon grants consecutive attack is she meets similar conditions to Assault Troops. Special Cooldown and Consecutive attacks are great for killing before the foe can counterattack.
So here's my goal. Increase El's Damage to break physical or dodge tanks, Reduce the damage she received Aether Raid/Summoner Dual menaces, and give her a bit more healing, and give her one big advantage if she initiates combat and if you use her mobility.
But first, the base effect, just to help B!Edelgard move as efficiently as Summer!Edelgard without inheriting Assault Troops.
* this asterisk denotes text in brackets that have been omitted for clearer reading. the effects in the brackets are still present.
"Accelerates Special trigger *. At start of turn, if unit's HP ≥ 25%, unit can move 1 extra space * and grants the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces or a space within a 2 tile radius of any adjacent ally." At the start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat."
This little change is big. Now Edelgard can move to a space 3 tiles away without moving your other unit. If they were already adjacent, El warps to a tile 2 tiles away from that adjacent ally. You can think of this as, "All allies in a 2 tile radius have Pathfinder but only this unit can utilize it." And here's a crazier thing. Usually, a flier ally over a river tile is necessary for crossing over rivers. With this, El can be adjacent to any ally that is adjusted to the river tile and El can pole vault over it (I think, we don't have a cavalry, infantry, or armor unit with 2 tile order skills, she might be stopped by this)
Alright now for the second piece of inspiration, Brave!Seliph.
Yep, this is similar condition to Clash, Seliph's new skill that rewards players from using all their movement to attack foes and punish opponents from using all their movement to hit this unit. Clash can't be inherited by armor units, not because they have one movement, it's because getting +7 to two stats just for walking up to a foe while having a +20 bst advantage is unfair, +8 with penalties nullification when a foe attacks you is more unfair. Combined with near/far save would be cancerous.
"If unit or foe initiates combat after moving to a different space, deals + X damage when Special triggers, and reduce damage from foe's attack = X (excluding area- of-effect Specials) (X = number of spaces moved by whoever initiated combat (max 4) × 2, + 3)"
So since Edelgard has a Atk/Def/Res +6 advantage from her base already, the effect will be a little bit extra. No effect if there's no movement, aim for to 5 true damage when special trigger and true damage reduction with 1 space move. 7 for 2 movement. 9 for 3 movement. 11 for 4 movement in those rare cases. Now it would be nice to just use El's def for consistent true numbers, or using her Crest of flames ignores foe's Def and since Seliph is using that. However, with some advice, I just made it fixed damage combined with her special would work. Then to get more reduced damage, we go with 5, 7, 9, 11 reduced damaged. Of course the most amount of true damage / damage reduction will come to cavalier with +1 movement who are massive threats in Aether Raid and Summoner Duals. In those cases, with her base effect, she effectively would deal +17 damage and -17 damage from the foe. In the more common 2 move case, it's 13.
Would she be as tanky as Kjelle's refine? Ah, no. Would she survive a Lethality Yuri? No. Then it's bad far save tank.
But that's when the player phase advantage kicks in. The +1 movement bonus from being above 25% HP does apply to El to get her to X = 2. And using her warp powers can get her to X = 3. Using Wings of Mercy doesn't work however, but Pathfinder can work, but you'll need two Pathfinder units, (hello Duo!Dagr).
But just to sweeten the deal:
"If X ≥ 2, unit restore 7 HP after combat, . . .
A bit more self healing just to stay above 25%, incase you swap out Noontime for Glimmer.
. . . and also, if unit initiates combat and unit's special triggers with unit's attack, grant Special charge +1 before unit's first attack. ...."
And there's the third inspiration, Young!Ike / Brave!Tiki. With this, all 2 Charge specials, she gets to trigger them right at the start. This combined with + 7/9 with the skill trigger. It's not like Brave attacks, but she already has follow-ups. She just needs to live the counter attack to deal as much as S!El, if they have the same Specials that is.
And yes, if she had Raging Storm, she would be on par with S!El and Fallen!El when it comes to player phase dominance. If we get Black Eagle Rule II, it could add that benefit. It's this possibility that is why I'm restricting the Specials Charge +1 to attacking Specials and not letting her charge Galeforce faster (or shield Specials).
Oh, and just incase this power makes her too powerful with Savior.
... (If unit triggers Savior, X will have a Max of 2)"
TLDR:
"Accelerates Special trigger (cooldown count-1). At start of turn, if unit's HP ≥ 25%, unit can move 1 extra space (that turn only; does not stack) and grants the following status to unit for 1 turn: "Unit can move to a space adjacent to any ally within 2 spaces or a space within a 2 tile radius of any adjacent ally." At the start of combat, if unit's HP ≥ 25%, inflicts Atk/Def-6 on foe during combat. If unit or foe initiates combat after moving to a different space, deals + X damage when Special triggers, and reduce damage from foe's attack = X (excluding area- of-effect Specials) (X = number of spaces moved by whoever initiated combat (max 4) × 2, + 3; max 4.) If X ≥ 2, unit restore 7 HP after combat, and also, if unit initiates combat and unit's special triggers with unit's attack, grant Special charge +1 before unit's first attack. (If unit triggers Savior, X will have a Max of 2)"
Strengths:
Mixed phase true damage and true damage reduction base on unit and foe's movement.
It's more rewarding to use her movement skill to initiate combat.
More Special spamming
Weakness:
No assistance for Galeforce
Near Sage Dragon tanks
Units with Guard, Tempo, Pre-charged specials, Null-Damage Reduction, counter attack prevention, and excessive True Damage or True Damage Reduction.
(Dimitri) - (Claude) - (Lysithea)
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cloudidiot · 6 years ago
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7* and Omni Evo (Zeta) (UPDATED)
7*
Name: Summoner Zeta
Type(s): Water or Dark
Rarity: 7*
Cost: 54
Base Stats:
HP: 8,000
Atk: 2000~2700
Def: 2000~3000
Rec: 1500~2250
Summon: Oh! H-hello there! I didn’t expect this to happen to me. But if it’s help you need...I hope I can help?
Fusion: Hmmm...fusion really does feel weird...oh! Sorry, I was talking to myself again...
Leader Skill: Unrivaled Defenses
50% boost to all parameters, 25% damage reduction, slightly restores HP every turn, negates all status ailments and boosts Atk, Def, Rec for up to 5 turns
Brave Burst: The Gods don’t scare me!
15 combo powerful Water attack on all foes, 50% damage reduction for 1 turn, greatly restores HP, hugely boosts Atk, Def for 3 turns, low probability of resistance against 1 KO attack [20%]
Super Brave Burst: The Gods should fear me!
20 combo powerful Dark attack on all foes, 50% damage reduction for 2 turns, hugely restores HP, hugely boosts Atk, Def, Rec for 4 turns, probability of raising allies from KO [50%], low probability of resistance agains 1 KO attack [30%]
Ultimate Brave Burst: The Gods will never defeat us!
26 combo massive Water attack on all foes, 17 combo massive Dark attack on all foes, 75% damage reduction for 2 turns, enormously restores HP, enormously restores HP for 3 turns, adds all elements to attack for 2 turns, high probability of raising allies from KO [75%], probability of resistance against 1 KO attack [70%]
Extra Skill: Unknown Power
30% boost to all parameters when Damage Reducing type Sphere is equipped, resistance against 1 KO attack when HP is below 30%, adds Water type barrier effect to BB/SBB
7* Lore:
A mock unit modeled after Zeta, a summoner belonging to Akras Summoners’ Hall. This unit was made with the help of certain summoners, and was a secret to the real summoner it was modeled after. Zeta is the daughter of 2 powerful Demon Slayers, ones that were well known among the different squads. She grew up happily with her parents, until they sadly died during a raid against many demons, leaving the young girl to live alone at just the age of 6. The village was very helpful to the young girl, or the young boy as they saw her to be. The village never knew that the young boy they were helping was actually a young girl, in fact, no one questioned her. They always saw her as a boy, but only because of the special necklace that Zeta wore for most of her life. Until one day, her secret would be found out by a person that has been her friends for a very long time. After that person found out, she wanted others to know who she really was, especially since she was becoming one of the strongest Summoners that the Hall had in their service. While she knew the secret of her gender for most of her life, their is another secret that neither she nor her friends knew about and one that would change Zeta’s life for the rest of her life...
How to Obtain:
First Clear Reward: Grand Summoner (in Strategy Zone)
Omni
Name: Winged Legend Zeta
Type(s): Water or Dark
Rarity: Omni
Cost: 60
Base Stats:
HP: 10250~11000 (1600)
Atk: 3500~3600 (500)
Def: 4000~4500 (700)
Rec: 3750~4250 (600)
Summon: Ah! I’m sorry if this looks confusing...but don’t worry! These wings are just a part of the powers that I have!
Fusion: Thank you for this....I need this strength if I want to protect my friends...Oh! And of course to protect you as well!
Evolution: ...Why does this hurt so much? I wonder if this is what he had to go through when finding out about his powers too...Oops! Sorry. I keep talking to myself.
Leader Skill: Trusting Bonds
100% boost to all parameters, negates all status ailments and critical damage, 30% damage reduction from spark damage, hugely boosts Atk, Def, Rec for 6 turns, hugely restores HP every turn, 20% damage reduction from all elemental types, 20% additional (DoT) damage reduction, damage taken hugely boosts BB gauge, and damage taken may restore HP
Brave Burst: For my Friends...
20 combo powerful Dark attack on all foes, greatly restores HP for 3 turns, 50% damage reduction for 2 turns, adds all elements to attack for 3 turns, hugely boosts Atk,Def,Rec for 3 turns, activates Taunt and greatly boosts Def for 2 turns, probable evasion effect for 2 turns, negates Atk,Def,Rec reduction for 4 turns, negates status ailments for 4 turns, probability of resistance against 1 KO attack [50%] and inflicts 25% max HP damage to self
Super Brave Burst: For the One I Love...
28 combo massive Water attack on all foes, hugely restores HP, hugely restores HP for 3 turns, boosts own BB gauge to max, adds probable evasion for 2 turns, enormously boosts OD gauge at turns end for 2 turns, enormously boosts Atk,Def,Rec for 3 turns, damage taken greatly restores HP for 2 turns, removes LS disable effects from 2 random allies, 50% damage reduction for 4 turns, probability of raising allies from KO [50%] and inflicts 25% max HP damage to self
Ultimate Brave Burst: I Will Be Your Shield!
56 combo massive Water attack on all foes, 42 combo massive Dark attack on all foes (damage relative to remaining HP), adds all elements to attack for 5 turns, 100% damage reduction for 5 turns, fully restores HP, fully restores HP for 4 turns, removes any disable effects from all allies, removes all status ailments and Atk,Def,Rec reduction from all allies, removes additional (DoT) damage effect from all allies, enormously boosts max HP, enormously boosts Atk, Def, Rec relative to max HP for 4 turns, adds high probability to 1 KO attack [80%] for 2 turns, raises all allies from KO, and activates BB/SBB/UBB for 3 turns and inflicts 50% max HP damage to self
Extra Skill: Anti-Demon’s Wish
50% boost to all parameters when Night Sky Ring (or any Damage Reducing type sphere) is equipped, 40% boost to all parameters for all allies, probable damage reduction to 1, raises attack parameters to 160000 for all allies, adds Water type barrier effect to BB/SBB, resistance against 1 KO attack when HP is below 30%
Omni Lore:
A mock unit modeled after Zeta, a summoner belonging to Akras Summoners’ Hall. This final details on this unit was made with the help of certain best friend of the summoner, and was a secret to the real summoner it was modeled after. Zeta had no idea that she had even more power than she thought she did. When she found out about her powers, she had just listened to terrible conversation that was about her, this then led to her powers to work with out her knowledge, which saved her life in the end. She wanted to know more about them, but before she could think about her newly found powers, she felt immense pain that her powers were causing her. Zeta forced herself to stop using her powers and told herself to get out of Ishgria before anything else happened. After resting for a few days, as she was gathering her thoughts and healing from the pain, she went to someone who might have an idea for her sudden use of demon powers. When she met up with Grahdens, she asked him if he knew something about her powers. He was a little surprise, but he ended up telling her everything that happened. That was when she learned about the plan that her parents, the Demon Slayers, and even the Summoners of Old, had for her. After she learned all of that information, she left to go gather her thoughts. She was scared to tell her friends the truth about her, so she kept it all to herself. That is until one of her friends found out. And after that person found out, she decided to tell everyone else. She was scared to see what they had to say, but was surprised and glad to hear that they accepted her for what she was, which made her feel as if she belonged with them, and the feeling of being accepted made her life much easier for her.
Night Sky Ring:
Rarity: 7*
Sphere Type: Damage Reducing
Sphere Details:
45% boost to all parameters, negates all status ailments, spark damage, and ignore-Def damage, negates all elemental damage and stat reduction debuffs, 50% damage reduction, 20% additional (DoT) damage reduction and reduces BC required for BB by 40%
How to Obtain:
First Clear Reward: Grand Summoner (in Strategy Zone)
Sphere Lore:
At first, this was just an ordinary engagement ring, but when it was bought by a certain summoner, it was changed. It is said that this ring had magic infused into it, so that who ever wears it had been given some magic that would reduce any type of damage the wearer would receive. The certain summoner then gave this ring to the one he loved, seeing that she had been through so much already and he wanted to be able to protect her even when he wasn’t around. Especially since he still wears the special necklace that his love had given him, which also has similar magic infused within.
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gamerprincess13 · 7 years ago
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Fire Emblem Heroes Unit Review: Black Knight
"I learned the sword from one of my fellow Four Riders, Gawain. He was a general without compare...I fought my master, and I won. However, by then he had already cast aside his true skill. This means I have not truly surpassed him. But defeating one whose strength rivaled his own could be another means of achieving that goal.”
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Available: 4-5 Star (Tempest Trial Reward from Moment of Fate; also from the Burger King Combo Beginner’s Deal)
Neutral Stats as 5-Star: 48/34/34/35/18 (Always Neutral IV’s)
Default Kit:
Alondite (16 Might: Enables counterattack regardless of distance if this unit is attacked. Locked to both Black Knight and Zelgius). Unlocked at 5-Star
Special: Black Luna (Resolves combat as if foe suffered Def/Res-80%. Skill cannot be inherited. Locked to both Black Knight and Zelgius) Cooldown: 3 Turns. Unlocked at 5-Star.
A-Slot: Steady Stance 3 (Grants Def+6 during combat when this unit is attacked.) Unlocked at 5-Star.
B-Slot: Wings of Mercy 3 (Enables unit to warp adjacent to any ally with HP less than/equal to 50%). Unlocked at 4-Star.
Pros:
Fantastic Attack
Great Speed for an Armored Knight
Tied with Amelia, Halloween Henry, and Christmas Robin
Great Bulk in terms of HP and Defense
Alondite is awesome
Distant Counter and high might
Black Luna is extremely awesome
Works in both phases
Armor unit means high bulk and high BST
Known as the Burger King
Cons:
Low Resistance
Only moves one space at a time
Needs some aid with Armor March 3
Limited Merges
Only +2 at the time of writing (One from TT, and one from the beginner’s deal... Yes, you can buy the BK)
Well then. I know Zelgius exists now in Heroes, but I wanted to discuss about the Black Knight before I go through the review for Zelgius. And the two do preform very similar, what with the two having the same sword, special, and similar stat lines. However, the Black Knight was obtained as a Tempest Trial reward and almost everyone can have him. Zelgius must be summoned and considering the cluster of red units, it’s kinda difficult...
But both the Black Knight and Zelgius are one of the top units in Heroes, and after encountering both of them in Arena A LOT, it’s easy to see why. Also, from this point on, the Black Knight will be referred to as BK for now (and you’ll see that in Zelgius’ review). No, that doesn’t stand for the obvious, and don’t make me hungry you fools!
Anyway, BK possess Alondite, which works exactly the same as every DC Sword like Ragnell and Siegfried, so he can attack any ranged unit (not named Brave Lyn) whenever he’s attacked. And considering his high attack stat, it’s going to hurt. What’s really gonna hurt is his exclusive special that he shares with Zelgius: Black Luna. Though I think Eclipse is a much cooler special name. Anyway, what this special does is that it resolves combat as if the enemy suffered Def/Res by 80%, so popular high defense units like Hector and Christmas Chrom are going to get decimated by this skill, and even some blue units like Lukas aren’t safe from Black Luna if pulled off correctly. And the fact that Black Luna has the exact same cooldown as Luna makes this a fantastic skill to keep, regardless if you’re F2P or P2W player.
BK’s default A-Slot is Steady Stance 3, granting him +6 Defense on the Enemy Phase, making him tougher to kill. It also means he can easily get Steady Breath from Brave Ike... Huh. His B-Slot skill is Wings of Mercy 3, which allows him to move to a weakened ally, and it helps him with his low movement problem.
His default skill-set is already fine, though Skill Inheritance makes BK much more scarier. Though please keep Black Luna as his special; it’s way too good. His A-Slot can be Steady Breath, or the new Brazen Skills (Atk/Spd, Atk/Def, or Def/Res) as it syncs very well for him. Fury is a nice option, but it does chip away his health away very quickly, so only use it if you want to use Vantage on him. Speaking of, his B-Slot can have Vantage 3 or Quick Riposte 3. And since he’s an armored knight, he can utilize either Bold or Vengeful Fighter depending on your preference, but those are extremely rare skills, so only use if you have spare Grima!Robin or Hardin. His C-Slot is pretty free, so the Armor Hones/Fortifies/Wards will work fine if he’s in Armor Emblem, Threaten Defense to soften his enemies, or Armor March 3 to sync well with his Armored allies.
As for his assist skill, BK would love to have Swap or Pivot to move around very easily since he has limited movement. Or a rally skill in case he can’t do too much in battle.
As awesome BK is, there are some things that his blessed armor can’t protect him from. Just like with every armored unit, BK can only move one space at a time and must rely on a movement skill and Armor March 3 to move around much more easily. He also doesn’t have good Resistance so he can pretty much say his prayers when facing Reinhardt or a fully buffed Blarblade+ mage. The BK is stuck with limited merges, so he can only be +2 at the time of writing, whereas Zelgius can go up to +10 and can be summoned whenever.
Regardless, BK is an amazing unit for all players to enjoy with his easy kit, strong stats, and how he can be slapped into any team no problem. And even if you missed getting him from the Tempest Trial (Moment of Fate), you can buy him from a special deal that includes him, alongside a Whopper, medium fries, a cookie, and a small drink 12 Orbs, Light’s Blessings, and Stamina Potions for only $3.99.
Suggested Skills: (Bolded means Highly Recommended)
Assist:
Swap
Pivot
Any Rally
Special:
Black Luna (default)
Aether
A-Slot:
Steady Stance 3 (default)
Steady Breath
Fury 3
Brazen Skill
B-Slot:
Vengeful Fighter 3
Bold Fighter 3
Quick Riposte 3
Vantage 3
Wings of Mercy 3
C-Slot:
Armor March 3
Hone/Fortifies
Ward Armor
Drive Skills
Counters:
BK stands no chance against Micaiah and Reinhardt; especially the former
Swordbreaker ruins BK
Dragons like Nowi and Corrina can take the damage and hurt him back hard due to their breath targeting his Res
Firesweep Lance+ users
Slaying Spear, as rare as it is, can severely hurt BK and may cancel all his Armor Emblem buffs
Bulky lance units like Effie, Nephenee, and Lukas
Teammates:
Any armor unit with Armor March 3
Especially Halloween Henry and Amelia
Julia or Deirdre to take care of the blue dragons
A flier with Guidance such as Tana or Cherche
A Dancer such as Azura
A buffer like Delthea (Hone 3.5: +6 to Attack) or Brave Lucina (in a form of Drives)
Myrrh or Grima!Robin for any magical units that BK may have trouble with
Summoner’s Words of Wisdom: “You do NOT want to mess with the Black Knight. Armor blessed by a goddess and a legendary sword bound to pierce anything, you best be prepared if you dare challenge him. Especially taking a Black Luna to the face.”
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historyoftheemblem · 7 years ago
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FE8 Unit Rankings, according to Japanese players
For those who don’t know about the differences between FE8′s Japanese and overseas versions, there were a number of changes in growth rates and bases for playable characters, and almost all the enemies were nerfed in overseas versions of FE8.
As a result, to my great curiosity, I found that a number of Japanese players’ unit rankings had significant differences from the general English fandom’s. This is all, of course, still very subjective, so I’ve taken the averages of the rankings I found on four fansites. I’ll also be adding a summary of their commentary and notes, and will point out when a units’ growths and bases were changed. (I myself played JP FE8 Ephraim Hard Mode, but on a themed run, so I haven’t used all the units. If you want to see the results of my run, see this post.)
(Note: Because of differences in grading scales, there is a slight inaccuracy in my calculated average ranking. I’ve put their letter grades on the side, and will link my sources at the bottom of the post.)
Eirika
General Ranking: 4/5 (B + C + A + A)
Eirika is praised for her speed and skill, which she is almost guaranteed to cap unless you get seriously unlucky with her levels. The person who gave her a C criticized her low growths in Strength and Defense (though, amusingly, her 30% Def growth actually puts her in the realm of the game’s higher Def growths). Another criticism was that being sword-locked limits her two-range chances, and thus her combat ability. Her better scores pointed out that she has better overall stat caps than Ephraim, so she would surpass him should she be lucky enough to hit them.
Ephraim
General Ranking: 4.75/5 (A + S + B + A)
Unsurprisingly, Ephraim still got a better score than his sister, but one site quite amusingly rated him lower than Eirika. He was universally praised for being a powerhouse in Strength and Defense, and for having immediate two-range as a Lance user. The biggest negatives pointed out were his stat caps limiting his offensive ability.
Seth
General Ranking: 3.25/5 (B + C + B + C) Growth Changes: 85% (JP) > 90% HP (EN)
The general commentary was that he’s a “Jagen with good growths” (the JP fandom doesn’t seem to consider the Oifey archetype?), and that he’s “sufficient for endgame.” His biggest criticism was directed towards his Strength and HP, and the consensus is that he shouldn’t be used too much because other characters will surpass him.
Franz
General Ranking: 3/5 (C + C + B + B) Base Changes: 21 (JP) > 20 HP (EN); 8 > 7 Str; 8 > 7 Spd
“Seth Lite” got an even lower ranking than Seth, even though he generally will surpass Seth if raised properly. The general criticism is that his growths are too balanced and thus, he’s more a jack-of-all-stats that doesn’t excel in any particular area. His lackluster defenses and Luck also don’t help his cause, and the general sentiment is that “Amelia is way better.”
(Mod Zebra comment: The opinion on Amelia is so hilariously polar opposites between JP and EN players. I’ll have to side with the JP players, since most EN unit rankings depend on efficiency, and I don’t care about efficiency. My Amelia was really, really good. Completely blew her competition out of the water.)
Gilliam
General Ranking: 2.5/5 (C + D + C + C) Growth Changes: 40% > 45% Str; 30% > 35% Skl
His biggest criticism is that he’s only good in HP and Defense, and not much else. He’s the only General you can get unless you decide to make Amelia a General, but with a Strength growth as shaky as Eirika’s with far less Skill, most players didn’t find him a good investment. In summary: Use him in the beginning, then ditch him.
(Mod Zebra comment: My Amelia was so blessed that she was actually had more Defense than Gilliam for a while. RIP Gilliam. The only reason I brought him in endgame was because he had an A support with Neimi.)
Vanessa
General Ranking: 2.5/5 (D + D + C + B) Base Changes: 12 > 11 Spd
While the English fandom’s tier lists tend to rate Vanessa higher than or equal to Tana due to her earlier recruitment, Vanessa is rated quite low in the Japanese tier lists, her highest ranking only a B and netting Ds in two other lists. She got most of her flak for her low durability and strength, with a mere 50% HP growth, 35% Strength growth, and 20% Defense growth. One ranker mentioned that the only stat Vanessa has over Tana is Skill, and that Tana is the better option.
(Mod Zebra comment: While the EN fandom typically recommends the Wyvern Knight promotion for both of them, the JP lists all recommend Falcoknight for its swords.)
Moulder
General Ranking: 2.5/5 (D + C + D + C) Growth Changes: 80% > 65% HP, 45% > 40% Spd
While Moulder is commended for his high HP growth (which was nerfed for the English release, along with Speed), his low Magic and Luck receives criticism. The rankers do not find him a combat-viable unit as a result, and not worth grinding when Artur has the same exact promotions, levels faster, and has better offensive growths. Should you use Moulder, they recommend the Bishop promotion for Slayer’s effective damage against monsters.
Ross
General Ranking: 2.75/5 (C + B + C + C) Growth Changes: 25% > 30% Spd
In contrast to the general EN sentiment, these JP players find Ross the least usable Trainee. Because of his low Skill, Speed, and defensive growths, he is seen as a very shaky unit. His recommended class is Berserker, to take advantage of his high Luck and Strength growths.
(Mod Zebra comment: I didn’t notice this, but apparently Trainees in the JP version don’t get an EXP bonus, at least not as much as they do in the EN version.)
Garcia
General Ranking: 1.5/5 (E + D + D + D)
Garcia does not live up to his reputation as former Renais general. Despite having better growths than his son in HP, Strength, and Skill, his even lower Speed and even defenses give him a lot of flak. The general impression is “he’s all power and not much else.”
Neimi
General Ranking: 4/5 (A + B + A + C) Base Changes: 18 > 17 HP
Okay, Neimi really took me by surprise; she has two As, and another unit recommendation list I didn’t use here also included her. The sentiment is that while her HP and Defense are shaky, her offensive and luck growths are good and she’ll usually turn out to be a good unit. Furthermore, as the only unpromoted Archer, she’s best-suited for filling the Ranger niche. In the case of her C ranking, the person cited her bases as a detriment and said that there aren’t many situations where you actually need an archer in this game.
Colm
General Ranking: 3.5/5 (C + B + B + B) Base Changes: 12 > 10 Spd
Colm is viewed as a non-combatant, especially for his poor HP, Def, and Res, though some of them say that he’s more combat-viable after leveling. He gets points for his Thief utility and his only rival is Rennac, who is... Rennac. Most of the comments are along of the lines of “use him, because he’s not Rennac.”
Artur
General Ranking: 4/5 (B + A + B + B) Base Changes: 7 > 6 Mag; 9 > 8 Spd Growth Changes: 60% > 50% Mag; 60% > 55% Res
Artur receives praise for his all-around excellent offenses, but his low Defense growth and Luck growth are cause of concern. Going Bishop is, of course, the recommended route because of Slayer.
Lute
General Ranking: 4.75/5 (A + A + A + A) Growth Changes: 70% > 65% Mag; 45% > 40% Res
Everyone loves Lute. (Despite having all As, she only has a 4.75 average because two reviewers use S as their highest rank.) She’s universally praised for her firepower, making her a great offensive and healing unit. Naturally, going Sage is the recommended route due to its higher Magic cap (meanwhile, some people in the EN fandom will tell you to go Mage Knight because of Horse Emblem).
(Mod Zebra comment: In JP FE8, I find that there’s little reason to go Mage Knight if you’re concerned about stats. Yes, you get a horse, but it’s only one extra move compared to Sage, and it locks Lute to Anima tomes that are at a disadvantage against magic-using monsters. With a Magic cap of 25, Lute will likely struggle to one-round enemies, and Lute can’t double with more powerful tomes if she gets Speed-screwed due to her low Con.)
Natasha
General Ranking: 3/5 (C + C + C + B)
While Natasha is considered a better healer than Moulder, her shaky Skill and Speed are cause for concern. Furthermore, as a stave-locked character before promotion, she will gain levels much slower than the likes of Artur, Lute, or Ewan, so her usability drops in comparison to magic attackers who gain staves on promotion. And, like Artur and Moulder, Bishop is the recommended route.
(Mod Zebra comment: Seriously, don’t go Valkyrie with her unless you’re doing a Horse Emblem or no-Bishop challenge and need to use her. L’Arachel far outstrips her as a Valkyrie. Not to say that Natasha is bad as one, but there’s no reason to pick Valkyrie when Bishop has Slayer.)
Joshua
General Ranking: 2/5 (D + D + C + D) Growth Changes: 30% > 35% Str
Man, Joshua gets no love from JP players for his combat viability, which is a far cry from the English fandom that usually places him among the upper-mid tiers. While people commend his Skill and Speed, they find his 30% Strength and 20% Def/Res growths too shaky. “He’s better as a story character than a unit,” was what someone had to say. Swordmaster is still his recommended promotion, though some consider him to be a better Assassin than Colm should you want Silencer.
Forde
General Ranking: 2.5/5 (D + D + C + C) Growth Change: 80% > 85% HP
Forde’s rating is hampered by his low bases and his mediocre balanced growths. In summary, he’s “Franz but worse,” and at least two of these rankers state “don’t bother with this game’s Red/Green pair.”
Kyle
General Ranking: 2.75/5 (C + D + C + B) Growth Change: 85% > 90% HP
Kyle’s advantage over Forde is his better Strength and Defense growths, though his Speed, Luck, and Resistance leave something to be desired. His recommended promotion is Great Knight to capitalize on his Defense.
Tana
General Ranking: 4.85/5 (A + A + S + A) Base Changes: 8 > 7 Str; 8 > 9 Skl, 12 > 13 Spd, 7 > 6 Def
With probably the highest average rank, Tana proves a favorite among JP (and EN) players. Boasting relatively high HP, Strength, Speed, and Luck growths, she can easily become a offensive powerhouse. With her Speed, she will also be quite evasive, making her low Defense growth less of an issue. The only big worry she has are archers.
Amelia
General Ranking: 4.75/5 (B + S + A + A) Growth Changes: 70% > 60% HP; 40% > 35% Str
Amelia’s popularity as a unit in Japan came as a huge surprise, since the English impression of her is that she isn’t worth the effort. 40% growths in Strength/Skill/Speed are potentially risky, but Japanese players seem to find the risk worth it when she has 47 levels to grow. 30% Defense is also a respectable growth (only six main-game units have higher Def growths), and her 50% Luck growth is handy for clutch crits and dodges. The general consensus is that Paladin is her best class, while General can be chosen for the novelty. One reviewer stated that F!Paladin’s 23 Str cap is limiting, and for those who intend on doing Creature Campaign, it may be worthwhile to go General and then abuse the Boot trick in Lagdou to make raise her Mov.
(Mod Zebra comment: As I linked above, my Amelia was insane. I got her to level 10 Recruit in Chapter 9B, and when I promoted her to Cavalier, she had stats on par with level 10-12 units. Her EN nerfs, like with Ewan, probably hurt her quite a bit. She still wrecked face in my EN Grado-only run, though I was lowmanning so it’s not really an “accurate” comparison to other units. And yes, being capped to 23 Str is limiting.)
Innes
General Ranking: 2/5 (D + D + D + C) Base Changes: 28 > 31 HP
The general verdict is “Neimi’s better,” though the person who gave him a C gave him the benefit of the doubt, saying “It’s possible for Neimi to turn out worse.” In general, he’s serviceable, but easily outdone.
Gerik
General Ranking: 5/5 (A + S + S + A) Base Changes: 11 > 13 Con
I was wrong about Tana. Gerik’s the one with the perfect score. His good bases and offensive growths trump his shaky speed and resistance. As one person said, there’s a low chance that he can go wrong.
Tethys
General Ranking: 3.75/5 (C + C + A + A)
The two C rankings cite her inability to attack and her weak defenses as a bane. Meanwhile, the two As cite her... good defenses. Eye of the beholder, I suppose, but she she’s mid-tier at worst for her Dancer utility.
Marisa
General Ranking: 1.75/5 (D + D + D + D) Growth Changes: 25% > 30% Str; 50% > 55% Skl; 55% > 60% Spd; 20% > 25% Res
“Joshua, but even worse” was what people had to say about her. One person said something to the effect of “If I were ranking her on personality, I’d give her SSS, but the only thing she’s good at as a unit is dodging.”
L’Arachel
General Ranking: 3.75/5 (B + C + A + B) Growth Changes: 60% > 50% Mag; 50% > 45% Spd
While L’Arachel’s high growths and excellent stats after leveling received praise, her relatively late recruitment as a level 3 staffbot cuts her score. Her recommended promotion is Valkyrie for its use of Light magic.
Dozla
General Ranking: 1.25/5 (D + D + E + E)
“Has good HP and Strength, but is lackluster everywhere else” is the mutual sentiment among the rankers.
Saleh
General Ranking: 2.75/5 (C + C + C + C) Base Changes: 9 > 8 Def
He’s a perfectly average prepromote with Staff utility, but it’s agreed that Ewan far outdoes him, especially since Saleh’s growths are pretty low all-around. “He’s no Pent” was what two of the reviews said.
Ewan
General Ranking: 4.25/5 (B + S + B + B) Growth Changes: 55% > 45% Mag
JP fandom likes Ewan a lot more than the EN fandom does. He gets score cuts with three of them for his late join time as a Pupil, but they all agree that he has good growths that turn him into a decent unit. The person who put him above even Amelia said that it’s easier to keep him safe since, as a tome user, he has two-range. They all generally agree that Ewan’s best when he goes down the Shaman line, since Artur and Lute can both cover the Sage route.
(Mod Zebra comment: I really have no idea why the English version nerfed Ewan’s magic. I will echo what one JP reviewer said about the Mage Knight class: “Honestly, Mage Knight and its low caps are a waste; don’t even think about it.” M!MKs are capped at 24 magic.)
Cormag
General Ranking: 3.75/5 (C + A + B + B) Base Changes: (Eirika route) 37 > 32 HP; 18 > 15 Str; 12 > 10 Skl; 13 > 11 Spd; 6 > 5 Lck; 15 Def > 13 Def; 3 > 2 Res
Despite being stronger in literally every stat in the JP version of Eirika’s route (which most these rankings were based on), Cormag doesn’t get particularly outstanding ratings. Most of the concern went into his low Speed, Luck, Defense, and Res growths. However, his bases and high HP/Strength gains him favor as a low-investment unit.
Rennac
General Ranking: 1.5/5 (E + D + D + D)  Growth Changes: 60% > 65% HP; 25% > 30% Res Base Changes: 26 > 28 HP; 8 > 10 Str; 11 > 16 Skl; 15 > 17 Spd; 8 > 9 Def; 3 > 11 Res
Rennac sorely needed those buffs to become a barely-viable unit in versions where the enemies were nerfed. His only redeeming factor is his Thief utility; in fact, one reviewer wrote “Rennac’s usability is directly tied to Colm’s survival.” Another wrote “As long as Colm is alive, Rennac’s existential value is gone.”
(Mod Zebra comment: A couple of the rankers mentioned how buffed up Rennac was for the overseas versions. One JP player elsewhere expressed jealousy. From playing a prepromotes-only run in the EN version, I can tell you that he still sucks.)
Duessel
General Ranking: 2/5 (C + C + E + D) Base Changes: B > A Sword Rank
With relatively low bases at a high promoted level, Duessel doesn’t get as much utility, though one reviewer does cite his usefulness in the Ghost Ship chapter.
Knoll
General Ranking: 2.25/5 (D + C + C + D)
“Just give up on his Defense and Luck,” one person wrote. The general consensus is that he should only be bothered with if Ewan didn’t grow well. Summoner is, of course, the recommended promotion.
Myrrh
General Ranking: 3.25/5 (C + B + C + B)
While Myrrh is praised for her high growths and Dragonstone buffs, she gets some flak for her late join time and weakness to bows even though she has 50 Dragonstone uses (increased from Fae’s 30 Divinestone uses).
Syrene
General Ranking: 1.5/5 (D + D + D + E) Growth Changes: 35% > 40% Str Base Changes: 10 > 12 Str; 8 > 10 Def; 10 > 12 Res
For the same reasons as English tier lists, Syrene is ranked low for her late join time, bad bases, and growths that won’t let her catch up.
Sources: 1) chirimenzeyo, 2) rmoto, 3) tanasyou, 4) srpg824
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azebraslife · 7 years ago
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A Zebra Plays: Brave Beef - Unit Recap for Chapter 15B
It’s been so long since I’ve picked up this game that I didn’t realize I somehow got all the way to a couple turns into Chapter 15. So I did something in Chapter 14 and the skirmishes between 14 and 15, but those are kinda lost in the void since I also never screencapped anything from them.
Since it’s been a really long time since I’ve played (last update was in June), I’ll give a recap of my team and where we’re at.
The BRAVE BEEF run is a randomized run of FE8, named after the fact that a decent number of my units are tanky as hell, and because I randomized weapon traits, a number of weapons also got the Brave effect. This particular run had its units chosen under this requirement: both their Defense and Resistance growths were 50% or above. The rest of their growths don’t matter. Only those two.
My current team:
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Ephraim’s growths: 10% HP, 75% Mag, 45% Skl, 5% Spd, 80% Luck, 65% Def, 80% Res
Luckily, FE8 enemies are pathetically weak, otherwise that 23 HP and 6 Spd would be a lot more trouble than it is. Ephraim in this run taught me the power of the Eclipse effect; Thunder tomes, which were randomized with eclipse effect, were basically Ephraim’s go-to tome for a long while. Even with rather high magic, it’s not useful when he can’t double. In several cases, Eclipse!Thunder allowed him to deal more damage than he would with a Fire or Elfire tome.
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Tana’s growths: 45% HP, 100% Mag, 5% Skl, 45% Spd, 35% Luck, 65% Def, 75% Res
Tana’s a pretty good unit. It’s a shame that she, like vanilla L’Arachel, comes staff-locked, though she’s coming in at a far more reasonable time. (Now that I think about it, this would’ve been a prime opportunity to use prototype!Tanachel’s portrait, considering proto-L’Ara had Tana’s hair.) Unfortunately, between my various edits, Tana’s growths got corrupted and so her magic is lower than it should be. There’s no way she can only have 15 Mag when she has an 100% growth there.
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Knoll’s growths: 30% HP, 40% Str, 40% Skl, 5% Spd, 5% Luck, 50% Def, 60% Res
As you can see, Knoll’s rather mediocre and extremely balanced. It would be better in a class line that didn’t lean so strongly for high-power at the cost of defensive and speed stats.
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Kyle’s growths: 5% HP, 30% Mag, 5% Skl, 15% Spd, 30% Luck, 55% Def, 100% Res
However, Knoll still isn’t as much of a waste of space as this man over here. He’s lucky he was randomized into a class with Slayer and healing utility, because otherwise he’d be nigh useless. The secret to getting good levels on him is by having him facetank things.
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Tethys’ growths: 10% HP, 40% Str, 60% Skl, 105% Spd, 5% Luck, 60% Def, 80% Res
THE GODDESS. Unfortunately, her growths also got screwed up along the way so she isn’t as powerful as her true potential. They should be fixed now, but having only 14 Strength when she’d quickly maxed it out in my previous run is disappointing. However, because of her speed, I gave her some extra perks... like the ability to Steal, which I completely forgot about until this chapter.
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L’Arachel’s growths: 50% HP, 70% Str, 5% Skl, 5% Spd, 5% Luck, 85% Def, 115% Res
The most un-pegasus knight-y peg knight to ever exist. I mean, she has monstrous defense, solid Str, and what I think it my team’s highest HP growth. But with such low Skill and Speed stats, she’s suffering from accuracy issues, and even her high Str won’t prop her up for long. She’s lucky that a lot of Lances have solid effects to use to her advantage.
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Artur’s growths: 5% HP, 45% Mag, 20% Skl, 25% Spd, 5% Luck, 60% Def, 125% Res
Looking at how he’s turned out, I’m very convinced that everyone’s growths probably got screwed up between edits/palette editing. He had 8 base speed. Promotion gave him another three. There’s no way a 25% growth procced nine whole times, and Skill 7 times, without growth rates getting screwed up. That, or he’s way luckier than his Luck growth would suggest.
Imagine if Luck growths actually helped determine how good your level ups were? Man that would be screwy. It would explain vanilla L’Arachel, though.
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Lute’s growths: 5% HP, 5% Str, 110% Skl, 40% Spd, 5% Luck, 60% Def, 80% Res
Worst myrmidon ever, even if that feels like normal strength for a vanilla myrm. However, at the very least, almost nothing hurts her. Except for the swordslayer!Iron Lances. Those pack a punch, but she’ll survive. Silver Swords grant +5 Strength and Steel Lances have Brave effect, so she’s not completely useless in battle. Plus, even with a 40% Speed growth, she’s dodgy and can quad enemies still.
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Gilliam’s growths: 20% HP, 45% Str, 50% Skl, 70% Spd, 15% Luck, 55% Def, 60% Res
Looking back, Gilliam’s been pretty unlucky with his levels. He came at level 4 with a base 11 Def. Likewise, he came with 8 speed and only grew it 11 times on a supposedly-70% growth. Well, it doesn’t really matter since either way, he’s my MVP. This guy is an absolute monster.
That wraps up my team thus far; the only person I’m missing now is General Syrene.
As for my foes:
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Caellach decided to impersonate Ismaire, I guess, and became balanced in everything... with some ridiculous Skill. Holy crap, no wonder he became a Grado general.
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A general with 9 Strength? HAAAAAAAAA!!
His Speed is on the low side, but he also has some pretty high Skill and decent Defense and Resistance. A good number of my trained-up units are going to do zero damage to that.
To avoid making this post too long (sorry mobile users, if this post doesn’t condense), the chapter proper will be in a separate post.
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cinnvgc · 7 years ago
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OU - BuluTran
Ever since I got back into competitive play with the release of Sun and Moon, I’ve always heard about the BuluTran core and how strong it was. I’ve never actually tried it for myself, but I’ve seen it in action and it certainly is something. Here’s my attempt at a BuluTran team!
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Nihilego @ Choice Scarf   Ability: Beast Boost   EVs: 180 SpA / 80 SpD / 248 Spe   Timid Nature   IVs: 0 Atk   - Power Gem   - Sludge Wave   - Hidden Power [Ice]   - Thunderbolt   Initially, I was going to build this team around supporting Nihilego and setting up for a late-game sweep with it, but about halfway through building the team, I realized that I could also run a BuluTran core while still supporting Nihilego. Nihilego here is the team’s late-game cleaner and revenge killer, quickly gaining momentum for a sweep with Beast Boost increasing its Special Attack with every KO. This, combined with its Choice Scarf, makes it an absolute terror to face once it’s gotten its momentum going. Power Gem and Sludge Wave are the dual STABs of choice, hitting hard when HP Ice and Thunderbolt aren’t needed. Hidden Power [Ice] helps deal with Garchomp and Landorus-Therian quite nicely while also scaring off other Ground types that would normally pose a threat to Nihilego. Thunderbolt is the answer to bulky Water types like Slowbro and just Water types in general, since thanks to its Scarf, Nihilego can outspeed and OHKO any Greninja variant.
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Heatran @ Leftovers   Ability: Flash Fire   EVs: 212 HP / 44 Def / 252 Spe   Timid Nature   - Magma Storm   - Earth Power   - Toxic   - Substitute   Substitute Heatran can become quite the annoyance with Grassy Terrain support from Tapu Bulu, and even more so if it’s a trapper variant like this one. Heatran is one of those ‘mons I’ve always wanted to try, but never got around to trying. Tapu Bulu makes an excellent partner for Heatran, providing Grassy Terrain to soften its weakness to Earthquake and provide more recovery, while also being able to take on Water and Ground types that threaten it. Its signature move, Magma Storm, is essentially a 100 BP Fire Spin, which allows it to do its job of trapping opposing Pokemon. Toxic can be stacked on top of Magma Storm for additional damage, while Substitute and Leftovers help it stay alive to keep the opponent trapped. Earth Power serves as its only coverage move against opposing Heatrans and Alolan Marowak.
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Tapu Bulu @ Life Orb   Ability: Grassy Surge   EVs: 252 Atk / 4 Def / 252 Spe   Adamant Nature   - Horn Leech   - Stone Edge   - Substitute   - Swords Dance   Sub-Swords Dance Tapu Bulu makes the most of Grassy Terrain and its access to Horn Leech by using them to help it stay alive while it continues to use Substitute. Heatran helps Tapu Bulu even further by providing a safe switch-in to all of its weaknesses while also helping it deal with ‘mons it can’t hit very easily. Horn Leech is the STAB move of choice, helping Tapu Bulu stay in the game with the recovery it provides. This makes it a better option than Wood Hammer, since the latter’s recoil plus the damage from Life Orb and Substitute would be too much for Tapu Bulu to handle. I chose Stone Edge over Superpower since the stat drops might get to be too much over time, and I already have enough coverage against Steel types on the team. This allows Tapu Bulu to handle Fire and Flying types more easily, provided it already has a Substitute up to take a hit. Substitute allows Tapu Bulu to set up safely against ‘mons that rely on status moves like Toxic for damage while also protecting it from Will-o-Wisp. Swords Dance helps Tapu Bulu’s damage output immensely, turning it into an effective wallbreaker if needed.
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Magnezone @ Assault Vest   Ability: Magnet Pull   EVs: 136 HP / 192 SpA / 180 Spe   Modest Nature   IVs: 0 Atk   - Thunderbolt   - Flash Cannon   - Hidden Power [Fire]   - Volt Switch   Magnezone, like with my last team with it, serves as a counter for Celesteela, Skarmory, and Scizor. It covers both Nihilego and Tapu Bulu’s Steel weaknesses by trapping threats with Magnet Pull and dealing with them using Thunderbolt or Hidden Power [Fire]. Volt Switch also provides a safe switch-in for Nihilego, which it greatly benefits from, provided that Magnezone is slower than the opposing Pokemon. There’s not too much to say about Magnezone without repeating myself from my last team with it.
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Landorus-Therian @ Leftovers   Ability: Intimidate   EVs: 252 HP / 216 Def / 24 SpD / 16 Spe   Impish Nature   - Earthquake   - Hidden Power [Ice]   - U-turn   - Stealth Rock   Landorus is the primary lead for the team, laying down Stealth Rock to help Nihilego and Tapu Bulu OHKO some Pokemon they wouldn’t be able to otherwise. Earthquake is the STAB move of choice, dealing heavy damage to anything that doesn’t resist it. Hidden Power [Ice] deals with opposing Landorus hoping to get their rocks up quite nicely while also dealing a nice chunk of damage to Garchomp. U-Turn can provide safe switch-ins for other members of the team, and Stealth Rock is fairly self-explanatory.
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Gastrodon @ Leftovers   Ability: Storm Drain   EVs: 252 HP / 4 Def / 252 SpD   Sassy Nature   - Scald   - Earthquake   - Toxic   - Recover   Gastrodon is the team’s answer to Magearna, a fairly common ‘mon in OU. Its special bulk allows it to take a few hits from it, and Earthquake does more to Calm Mind variants than Earth Power would. Magearna aside, Scald is its primary STAB, allowing it to cripple physical attackers, while Toxic is its main damage dealer. Recover provides it with more survivability, allowing it to stall out opposing Pokemon with Toxic.
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feheroestips · 7 years ago
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Quick overview
Perhaps the most forgotten armour knight in the game, besides Kellam, but I can’t seem to understand why? Maybe its because Hector claims the lime light as the premier armour knight, but Sheena has something which most knights don’t. Resistance. Her res stands at a respectable 33 which with 36 defence makes her quite the wall on both sides, and with an attack of 30 and killer axe she isn’t doing the worst damage. She won’t decimate things, but they aren’t going to decimate her either. If you have Id seriously consider using her.
Base set
So she has a killer axe which is okay and overall her best weapon. Though with escutcheon it means she’ll be reducing ranged damage every other turn. Though she’ll ideally want something else. She then has Svalinn shield which stops things like armour slayers and hammers. However neither of these are used in the current meta, or any time soon due to armours being able to be outrun if you’re low on hp. Itd be better if the threat was there. Finally fortify Armour is great for Armour teams as it makes them almost impenetrable.
For a B skill the obvious choice is wary fighter, but quick riposte is also a nice option to consider as well due to her bulk. Pivot is pretty much mandatory or swap to help her around the battle field.
Suggested set
One hit from me, and one from my friend
+Res/Def - Spd
Killer axe +, Pivot, Iceberg/Ignis
Close/Distant defence3/Distant counter/ def+3, Quick riposte 2/3, Armour buff or any c skill
Yes Im suggesting a plus +res set who thought huh? But with +res she reaches 36 res and 36 defence, which if running a skill like the close/distant defence means she gain gain another +6, essentially making them 42. and if with a fortify armour thats 48. Thats higher than most units in the game have for their base attack. Though the simple +defence/res boosts work and if we get a +def+res+2 that would also be viable. Distant counter can also be used due to her respectable res stat but it does mean giving up a Hector, a unit who you may want on said team. Quick riposte allows her to double mitigating her 22 speed meaning if her enemy doubles, she will proc Iceberg or Ignis, Only run Iceberg if +res as otherwise Ignis will out class unless you are minus def. It doesn’t really matter if you are +res but most units will try to lower defence so Res is a safer bet. These thanks to killer axe though are now 3 turn specials which will hit for 80% of whatever your defences are at the time making up for a somewhat low attack. Overall it makes Sheena a wall to be terrified off. If you need a good tank, shes your girl.
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lets-talk-ffbe · 7 years ago
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Hi everyone!! X3 it’s been quite the while since I have posted a Spotlight on here and I’m SOOOOOO excited for these new units. SO *clap!* let’s look at an upcoming, GAME BREAKING unit, Rikku. First, Some basics about Rikku. She is a natural 4* support unit that can awaken up to 6*. She comes equipped with most of what a support unit would need to function in terms of abilities and uses them very well. She also can be used to support chains and damage. So let’s look at the pros and cons and see how to get the most meat out of you units. So Rikku, as I’ve said before, is support and I love how she plays it out. She is not a green mage and does not function as one at all but but not the type of support she worries about. She carries healing and damage support. How does she carry healing support?? As we know, some healers can not heal some status effects. The most deadly being petrify, which is counted as a KO when all allies are dead. Rikku has an ability, Al Bhed Potion, that can cure that, poison and silence, and heal a fixed amount of 1000 to all allies!! She also comes equipped with Mega Phoenix, a 100% AoE revive, and Hyper NulAll which can mitigate 30% damage for all allies and increase all elemental resistances by 40% to all allies. Though Hyper NulAll requires a turn of Synthesis to use it. Rikku also comes with attack support?? Yes she does with her Burning Soul, Tidal Wave, Winter Storm and Lightning Rod. They all do 9 hits to one enemy of their respective element and have the ability to start some good chain and elemental chains to stack some damage. But the main thing is Sunburst and Hazardous Shell. Sunburst is a fixed amount of damage(19998) to all enemies and Hazardous Shell damages and inflicts 2 random status ailments(30% all, 100% petrify) to all enemies. That’s some Setzer crap right there!! Rikku also comes with a good amount of passives with a 20% increase to her ATK and HP and a 10% MP increase, she can stack some good stats for a support character. Rikku also comes equipped with Lucky Girl, a 20% chance to evade physical damage and a 30% decrease in chance to be ST, and a 100% boost to her LB full rate which you will be using a lot. Hyper Mighty G is the move you will be trying to get to and will most likely be using the most. With an increase to DEF and SPR by 50% and a auto-revive(80%) to all allies. Yes… I will be using this a lot. Rikku is breaking the meta with these abilities and OMG I am excited about her arrival. But does this amazing unit have anything wrong with her?? Indeed she does but not to many. Rikku has a horrid equipment selection. Being able to just equip Throwing Weapons, Fists and Dagger for weapons, and L-Shields, Hats, Clothes and L-Armor for armor. Rikku also does not have any innate resistances which can be checked with equipment but shouldn’t be your main focus, depending on the enemy. Rikku also, as a support, can’t really raise stats like most support units but that’s something I can look over. Last but not least is her MP. “But Psycho?? She has a base of 160 and a 10% passive buff??” Yes she does but that’s enough to bring her around the 180 mark in MP and the abilities you will most likely use a lot cost around 20-40MP and Mega Phoenix cost 70MP.
In conclusion… GET RIKKU!! She is an amazing support unit that Global has yet to see and the fact that she is a 4* makes it easier to grab possibly the best unit in the FFX banner. 80% auto-revive and a 100% revive to entire team is a godsend in my book.
There is no doubt about it.. Rikku is a top unit in my book. She can cover things healers can’t do all at once and support the team so well with resistance raise, mitigation, chain support, and auto-revival. She is the fist that breaks the meta and this… starts what we call in Gacha… a power creep.
If your looking to use Rikku, and I hope you do, I would equip her with accessories like the Jeweled ring or something to get rid of paralyze and petrify for her. She is support so she can not be a decent healer by herself so I recommend using her beside a Dualcast Refia. Refia only because she has innate resists to anything that can stop a healer and can heal stone and all other status ailments as well as heal or revive and has Embolden to look over Rikku lack of stat raising abilities. So say if Rikku was to get hit by paralyze, sleep, or anything that would prevent her from doing her job you’d have a backup without worry and then Rikku can heal as well. You don’t have to Dualcast Refia but it helps tremendously and I wouldn’t use her if not Dualcasted. Other healers that would be good would be Rem and Y'Shtola though I don’t recommend Y'Shtola because she has no innate resists which can put you in deep crap. Rikku must have her defenses focused on as she is a support type character and not solely attack or magic. You want her to survive decently, not do damage. So anything like the Army Shield or Defense Bracer will do great. I also recommend giving her some MP material or the Golden Armlet to raise her Mp count a bit so she doesn’t run out so quickly.
I hope you guys enjoyed this spotlight. I’ve said it many times and I’ll keep saying it, Rikku is a MUST HAVE!! Other than that, I hope you guys have a great day and stay crazy my friends!!
(These are all opinions of my own. If you play these certain characters, do not take offense as I am not critiquing your ability or you as an individual but the character unit itself.)
(All art belongs to their respective owners. I do not own any of the art.)
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acexcresent · 7 years ago
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So I wanna posting my OC's for a comic idea I have, my next few posts are gonna like this. I'm also gonna put in their bio's in the desc. The Bio will go over: - About the Charater -Stats Such as: |Health Pool: An estimate of how much punishment they can take |Magic Pool: An estimate of how long they can use their magic for |Stamina Pool: How long can they fight for with out getting tired |Strength (STR) : Overall Strength |Intelligence (INT) : How smart they are |Speed (SPD) : How fast they can travel |Agility (AGL) : How fast they can move (which can translate as to how long they can keep a combo up for) |Defense (DEF) : How much damage they can resist. |Luck (LCK) : How likely it is for them to get lucky in any situation |Charm (CHM) : How likable and/or Lovable they are Strengths: What they're good at Weaknesses: What um...needs improvement Weapons: What kind of arsenal they have. Abilities: Abilities that they know as well as powers unique to them. Armor: What kind of protection they have Special Equipment: What special items they have unique to them Bonus Info: Anything that seems kinda cool to know I hope you enjoy this (last note: yes this one is a self insert) Sin: Sloth (+10% Stamina usage)   Code Name(s): Munkie, 80's kid, Technicolor Gender: Male Real name: Unknown Age: Unknown but assumed to be around 18 or 19 by appearance Race: Unknown, base origin was human Stats: Health Pool: Normal Magic Pool: Below Average Stamina Pool: Normal STR: 12 INT: 12 SPD: 20 AGL: 23 DEF: 18 LCK: 15 CHR: 21 Strengths: Clever, Crafty, Sneaky, Strong, Quick Weaknesses: Lazy, Small amounts of stamina Weapons: Short One handed buster, Pistol Blade, Sycthe, Huge Shuriken, Baseball bat, Variety of grenades, and a steel Yo-Yo. (We have no idea where he keeps all this) Abilities: |Vanish: Short Teleportation |Time Control: Can control the effects of time to make it slower but cannot time travel without the actual time travel scroll. |Quick step: A quick dodge or advancing block and/or attack Armor: Magic Proof shirt (Red): +25% of all kinds of magic attacks -1 Agility Bullet Proof Long Sleeve (Grey): +45% Resistance to all kinds of fire arms +2 Defense -10% Magic Sin's Signature Bandanna (Sloth): Grants immunity to any kind of mind and body control spells and/or magic, +50% damage when using blades, +20% speed when using blades, +30% More Accuracy, +30% critical hit chance, +60% chance of knocking opponents out using blunt weapons, -20% Knock back Skater's Shorts (Blue&White): +40% Speed, 30% Higher Jumps, 10% More damage with air attacks and air combos, +2 Stamina +3 Agility Skater's High Tops (Red&White): +20% Speed, +10% Damage with kicks, 10% Higher Jumps Pinki Bun Bun Beanie (Pink): Heightens awareness by 75%, Can only be taken of by wearer. Special Equipment: Sloth's Dragon Skate Board: +7 Speed, +2 Agility, +20% Higher base Jump EN-AR-GI drink: (Made by Pride to help sloth with his Stamina problem) Restores all stamina, gives +40% Stamina Pool, +3 Speed, +4 Agility, -6 Intelligence, Lasts for 2 hrs. |when effects of wear off user obtains: -20% off their base stamina pool, 10% slower stamina recovery, +5% Stamina usage, Lasts for 2 mins Bonus info: Munkie's tail is natural aswell as his eyes, his father nor mother had a tail it makes people wonder how he got it. (I hope he's not to OP, I tried balancing him myself, let me know what you think)
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gigadracky · 6 years ago
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Event Gacha 5/20
Today's gacha is only limited to one day. It is based off from the Zenithian Equipment from DQ6 which are the Orgon Armor, Helm of Sebath, Shield of Velora, and Sword of Ramias.
These equipment can be alchemized, which I will cover below.
Ramias Sword
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Weapon Skill:
When this sword is equipped, after a normal attack another normal attack will be added right after with Dain(lightning) attribute damage.
Main Skill:
A) Big Banga
Attack skill that deals 380%-565% Mera(fire) damage to all enemies. Target: All enemies
Sub Skill:
A) Oomph
Support Skill that gives a targeted ally a full buff on Attack. Target: Ally
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Shield of Velora
A) Velora's Protection
When guarding recieve 70% less damage. Guard lasts atleast 3 turns.
C) HP + Medium
HP +10-+15
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Sebath's Helm
A) Mera(fire) Attack Skill Tips
Attack Skills with Mera(frizz) attribute CT charge 5%-10% faster.
A) Sleep Resistance + Strong
Resist Sleep status effect with 60%-80% chance of resisting infliction.
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Orgon Body Armor
A) Orgon's Blessing
Recover a bit of HP at the start of your turn.
A) Confuse Resistance + Medium
Resist Confusion status effect with 50%-60% chance of resisting infliction.
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Orgon Bottom Armor
A) Seal Resistance + Strong
Resist Seal status effect with 60%-80% chance of resisting infliction.
B) Attack Spell Damage Reduction + Medium
Reduce Attack Spell damage by 10%-20%
After Alchemization:
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Main Skill:
S) Super Big Banga
Attack Skill that deals 380%-585% Mera(frizz) damage to all enemies with a 20% chance of inflicting an extra 600% Mera(fire) damage to all enemies. Target: All enemies
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B) Attack Spell Damage Reduction + Medium
Reduce Attack Spell Damage by 10%-20%
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B) Dark Breath Damage Reduction + Medium
Reduce Dark Breath damage by 20%-30%
A) Secret of Orgon's Blessing
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Recover additional 30HP ontop of Orgon's Blessing defensive skill.
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A) Knack for Magic
Spell and Support skills CT charge 10% faster.
My Opinion:
The sword's main skill "Big Banga" and "Super Big Banga" are commonly used by other players with them being in subskill slots. The sword does offer decent ATK and that additional normal attack with Dein damage is nice. Its main skill is not weapon specific, meaning when you eatract it you can equip it to any weapon type(if it has A or S class subskill slot for Attack Skill that is.) So honestly I would either:
1) Extract the main skill before alchemizing or
2)Alchemize it then extract it.
Depends if you have any weapons with attack subskill slot class A or S. Obviously if you have a weapon with an S attack subskill slot id alchemize it first then extract, Super Big Banga can be very useful. As far as what vocation this sword is useful with, I would say Battle Master. Take advantage of the Anger vocation skill from the BM, the Oomph sub skill it comes with, and if you have Sebath's Helm equip it to load up Big Banga faster, you can deal massive group damage! This sword is made for enemy crowd control, specially if theres that type of boss that likes to keep spawning its other half or its underlings.
The rest of the equipment offer above average DEF, but has some great resistances. With Attack Spell damage reduction, status effect resistances, and Orgon's Blessing skill it can really make battles less threatening. Having that HP recovery every turn, and resisting Sleep, Confuse, and Seal is great. Being able to load some skills faster can make fights easier.
The shield, albeit does reduce quite a but of damage when guarding, it doesn't heal you when you guard. But to make up for that it's best to equip Orgon's Body Armor with the Shield to help recover a small amount of HP while guarding and taking less damage. So if equipping this shield make sure you have an armor that heals HP every turn.
My only criticisms to this is that there are no elemental damage reduction, meaning if an enemy does physical/skill attacks with elemental attributes you will not have any damage reduction to them. Seal resistance is only useful for Sages, Super Stars, Astronomers, and Paladins. So for what it offers it's useful to mix with other equipment rather than having the whole set equipped together.
All in all, sword is worth to pull for to extract its main skill, armor is only good for the resistances it carries when you dont have crests and accesories to have them, and the shield is okay but it is best to have a shield that heals you when you guard. The bottom armor is only great for allies who mainly uses Spell Skills or Support Skills since it offers seal resistance, spell and support CT charge speed, and reduced magic damage.
I give this gacha pre-alchemized 6/10 Drackies, alchemized 7.5/10 Drackies.
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gigadracky · 6 years ago
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Seraphim Equipment
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This gacha is based off DQIX equipment which includes the Seraphim Robe, Seraphim Bow, Starsmasher, and the Aurora Wand. This gacha lasts only 2 days, 5/18-5/19, and you get to do a free 10 pull.
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Seraphim Hat
A) Critical Hit Damage Reduction + Strong
Reduce enemy Critical Hit damage by 50%
A) Bagi(wind) Damage Reduction + Strong
Reduce Bagi(wind) damage by 20%-30%
B) Breath Damage Reduction + Medium
Reduce Breath damage by 10%-20%
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Seraphim Body Robe
S) I Won't Give In!
At the start of your turn recieve 30% less damage for the first Spell or Breath attack.
B) Gira(sizz) Damage Reduction + Medium
Reduce Gira(sizz) damage by 20%-30%
B) Magic Attack Damage Reduction + Medium
Reduce Magic Attack damage by 10%-20%
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Seraphim Bottom Robe
S) Breath of a Fallen Angel in a Pinch!
Once per battle obtain 70% CT charge to all of your skills when an ally's HP is below 20%
B) Dark Breath Damage Reduction + Medium
Reduce Dark Breath damage by 20%-30%
B) Ice Breath Damage Reduction + Medium
Reduce Ice Breath damage by 20%-30%
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Seraphim Bow
Weapon Skill:
7% Chance of giving the targeted enemy a 20% Attack or 20% Defense debuff when normal attacking.
Main Skill:
S) Angel Arrow
Assist Skill that deals 100%-130% damage 5 times to the enemy with 15%-30% chance with each hit to land an Attack and Defence debuff to the enemy. Target: Random enemy
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Starsmasher
Weapon Skill:
When a normal attack hits the enemy there is a 15% chance of inflicting 20% reduced defence to the enemy. Infliction rate changes depending on enemy resistance.
Main Skill:
S) Starsmasher
Attack Skill that deals 500%-800% Jibaria(earth) damage to all enemies, with a 15% chance of raising your Attack by 40%. Target: All enemies
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Aurora Wand
Weapon Skill:
7% chance of removing enemy buffs when normal attacking.
Main Skill:
S) Miracle Aurora
Assist Skill that recovers 300HP to the user and gives 30% CT charge to the user's Support Skills.
My Opinion:
This whole series is actually really great defensively! The Seraphim armor offers average defense but to makes up for its defense is its defensive skills! It is loaded with useful damage reduction from common element attribute damages and the Body Robe's "I Won't Give In!" Defensive skill is really useful against dragons and enemies who use magic attacks! Every turn it will reduce breath or spell damage by 30% on first hit, combine that with blocking you'll stack it to atleast 80% damage reduction to both kinds of attacks! But it's only on the first attack on the turn, if it does another spell or breath attack right after it won't activate, but when next turn comes it will pop back up. The Hat and Body Robe is worth to pull for! The Bottom Robe is honestly okay, its great against Dragons to reduce breath attack but its S Skill is one time use only during a battle, and it activates when an ally HP is pretty low which is pretty risky.
The Starsmasher is a fantastic hammer that has a main skill that deals a huge amount of damage to a whole group of enemies. The weapon skill is decent, being able to debuff an enemy while normal attacking. The Skill Subslots is pretty good, being able to equip 2 S class Skills, an A assist skill, and B support skill. You can have the B support skill for a buff type skill. This hammer is great for a Pirate, most Hammer Skills add buffs to the user or team. This is a must hammer unless you have the Golden Dragon Hammer.
The Seraphim Bow is perfect for a Monster Master. It debuffs enemies pretty fast, and with most Bow Skills being debuffing types it is best to load it all with debuffing types of skills. It has a great Sub Skill slot and attack is pretty high for a bow. Probably one of the best things to pull from this gacha.
The Aurora Wand is great for an Astronomer. It's okay for a Sage but this wand is best used to support woth healing/debuffing/buffing than to be aggressive. Astronomers can debuff enemies easier than a Sage so I would try to add skills that will try to debuff the enemy and maybe throw a buff or 2 in its Sub Skill slot. It's main skill can help make up Astronomer's lack of DEF, and help charge Support Skills faster to quickly heal or buff your team when needed. There are better wands out there so I wouldn't really aim for this wand.
Overall i give this gacha 8/10 Drackies. Good luck!
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