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Friday, September 30, 2016
Limited Global Exclusive - Paradox Blossoms - Juno-seto & Ensa-taya
✔
Kaiser Gloomy
Diterbitkan 10:07:00 AM
Tags
Global Exclusive - Eneroth Series - Azurai & Nyala
✔
Kaiser Gloomy
Diterbitkan 10:05:00 AM
Tags
Doombringer Azurai (
)
Lord-type Stats
Max HP: 8042 (1500)
Max Atk: 3136 (600)
Max Def: 2769 (600)
Max Rec: 2579 (600)
Hits: 8 /6 DC
Cost: 47
Leader Skill - Reign of Terror
40% boost to all parameters, hugely boosts critical damage (175%) and BB Atk (200%) & 10% damage reduction
Brave Burst - Soul Conflagration
10 combo powerful Fire attack on all foes (440%), hugely boosts own Atk, Def, Rec (160%), and own critical hit rate for 3 turns (60%), boosts Atk, Def relative to HP for 3 turns (20%) & boosts max HP (20%)
BC Required: 32 // Max BC generated: 10 (1 BC/hit)
Super Brave Burst - Soaring Dragon Helix
12 combo massive Fire attack on all foes (damage relative to remaining HP)(400-800%), hugely boosts Atk, Def, Rec (140%), and critical hit rate (60%) for 3 turns, hugely boosts BB Atk (300%) for 3 turns & boosts critical damage (75%) for 3 turns
BC required: 36 // Max BC generated: 12 (1 BC/hit)
Ultimate Brave Burst - Pillar of Catastrophe
20 combo massive Fire attack on all foes (damage relative to remaining HP)(2000-4000%), 100% recovery of all damage taken, massively boosts BB Atk for 1 turn (1000%) & hugely boosts max HP (35%)
BC required: 30 // Max BC generated: 20 (1 BC/hit)
Extra Skill - Infernal Furor
Adds resistance against 1 KO attack when HP is below 20% & greatly boosts Atk, Def (0-100%) relative to remaining HP
SP Options :
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Example SP Build :
- Leader Azurai
- For where you'd use him as a leader. That probably means the content isn't crit-immune.
- Takes the following enhancements:
- Enhances BB Atk boost (+100%) effect added to SBB/UBB
- Enhances Leader Skill parameters boost effect (+10%)
- Negates Def ignoring damage
- Choose two:
- 20% boost to all parameters
- Boosts critical hit damage (50%)
- Critical hit damage slightly boosts BB gauge (2-3 BC)
- BB ATK buff increase is obvious. Never take your Azurai out of the colloseum without it!
- Unless Ensa-Taya goes well with him and has 400% BB ATK as well, then it'd just be a buff for Azurai himself... well, we'll see.
- LS boost is because this is the leader build. It's that simple.
- DEF Ignore immunity is because it's the only 10 pointer left. There's theoretically room for AoE normals here instead, but if you took that and then enhanced it further you'd still get DEF ignore immunity and I'm not sure AoE normals is too important in regular content...
- Unless you give him major hit count buffs and his self-buff. Hmm.
- The choice is between survivability, damage output and BC gen. You can take two of those.
- If we're considering him as a leader he benefits from more crit damage, obviously. If we're taking two of him as leader, it's only a 6% damage boost, so consider it against the other options with that in mind.
- The stats aren't that much at the point Azurai is at, but it works out to 100% ATK on his SBB because of the HP scaling. Considering he's likely around 2000% BB mod fully buffed, this is weaker as a damage boost than the crit damage with dual Azurai leaders - but it functions better in crit resistant content.
- Finally, the BC gen. It might not seem like much, but Azurai can bypass a lot of crit resist to make use of it, and his total SBB cost is 68 - almost as high as Tridon. So he does need BC help. Especially as he'll be switching it up between BB and SBB.
- Non-leader Azurai
- The version where Azurai allows a peasant to order him around.
- Takes the following enhancements:
- Enhances BB Atk boost (+100%) effect added to SBB/UBB
- 20% boost to all parameters
- Boosts critical hit damage (50%)
- Critical hit damage slightly boosts BB gauge (2-3 BC)
- Basically the above build with the choice made for you.
- If you don't like the crit stuff, you can take AoE normals instead. Just remember that at the very least the crit BC is functional in 99% of the game's content - only crit damage is 100% resisted, while most bosses still allow crits to happen at like half chance (which Azurai bypasses)
- You can also take the chance-based angel idol instead of the bottom three passives, but it's niche as to where it'll be useful (he already has one angel idol already, so if you need both something's gone wrong)
- Colloseum Azurai
- For fighting Mifune. Nobody else exists at the moment.
- Takes the following enhancements:
- Probable (40%) resistance against 1 KO attack
- Normal attack may (20%) hit all foes
- Enhances probability (+10%) of normal attacks hitting all foes effect
- You can take DEF Ignore immunity instead of the extra 10% normal AoE chance, but DEF Ignore isn't common enough to make up for making Azurai worse in *every( fight.
- The build choice are obvious to anybody that runs colloseum - chance-based angel idol allows him to survive Mifune hits, AoE normals allows him to murder Mifune.
- Just be aware that on the defensive, there's only a 12% chance that Azurai will both survive and then AoE unless his threshold AI is triggered somehow.
Terror Fist Nyala (7*)

Lord-type Stats
Max HP: 6743 (1000)
Max Atk: 2917 (400)
Max Def: 2436 (600)
Max Rec: 2350 (300)
Hits: 8 / 6 DC
Cost: 43
Leader Skill - Inexorable Bloodlust
40% boost to max HP, Atk, hugely boosts BB Atk (150%), largely boosts BB Atk when HP is full (100%) & boosts Atk (150%) when damage dealt has exceeded certain amount (20000)
Brave Burst - Demon Tiger Impact
10 combo powerful Earth attack on single foe, high probability of Injury, Paralysis (90%), greatly boosts BB Atk (250%) & boosts Atk relative to Def for 3 turns (60%)
BC Required: 22 // Max BC generated: 40 (4 BC/hit)
Super Brave Burst - Tigris Soul Blast
12 combo powerful Earth attack on single foe (damage relative to remaining HP)(500-1500%), high probability of Injury, Paralysis (90%), probable (70%) 1 turn Atk reduction (50%), greatly boosts own Atk, Def, Rec for 3 turns (150%) & massive additional attack on all foes at turn's end (500%)
BC required: 18 // Max BC generated: 48 (4 BC/hit)
Ultimate Brave Burst - Hysteria: Soul Shatter
15 combo massive Earth attack on all foes (damage relative to remaining HP)(1000-2000%), hugely boosts BB Atk (500%), boosts Atk relative to Def for 3 turns (200%), great 3 turn Atk reduction (80%) & massive additional attack on all foes at turn's end (2000%)
BC required: 20 // Max BC generated: 15 (1 BC/hit)
Extra Skill - Unhinged Disposition
25% boost to Atk each turn (boost increases until 4th turn) and 50% boost to Def when BB gauge is full
SP Builds credits to /u/Xerte on reddit.
Limited Global Exclusive - Sakura Miku
✔
Kaiser Gloomy
Diterbitkan 9:46:00 AM
Tags
Mankai Sakura Miku (
)
Lord Stats/Imps
Max HP: 7890 (1500)
Max Atk: 2890 (600)
Max Def: 2735 (600)
Max Rec: 2770 (600)
Hits: 16 / 3 DC
Cost: 47
Leader Skill - Spring Concerto
50% boost to max HP and Atk, 30% boost to critical hit rate, 15% damage reduction from Dark Types, negates status ailments & hugely boosts critical damage (150%)
Brave Burst - Withering Finale
34 combo powerful Light attack on all foes, adds probable (20%) great Atk reduction effect to attack for 3 turns (-30%) & probable (30%) great 1 turn Atk reduction (-40%)
BC Required: 26 // Max BC generated: 34 (1 BC/hit)
Super Brave Burst - Ballad of Petals
43 combo powerful Light attack on all foes, hugely boosts critical damage (100%), probable (30%) Spark critical for 3 turns, raises normal hit count for 3 turns (+2) & probable (30%) huge 1 turn Atk reduction (-50%)
BC required: 27 // Max BC generated: 43 (1 BC/hit)
Ultimate Brave Burst - Sakurafubuki Waltz
1 combo massive Light attack on all foes, 1 combo massive Light attack on single foe, enormously boosts critical damage for 3 turns (300%), adds Spark critical for 3 turns & enormous 3 turn Atk reduction (-80%)
BC required: 30 // Max BC generated: 90 (45 BC/hit)
Extra Skill - Euphoria in Fuchsia
Adds critical hit rate boost effect to BB/SBB for 3 turns (60%) & damage taken may (50%) considerably boost BB gauge (3-5 BC)
SP Options :
|
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Example SP Build :
- Raid Leader Miku
- A build focusing on Miku's value as a leader for raids.
- Takes the following SP Options:
- SBB ATK reduction lasts 2 turns
- LS: +100% Crit Damage
- We can't afford any sub-options with the increased cost of the LS buff, but we do get more out of the build than when it was +50%.
- Raid sub Miku
- A build for raids without Miku as lead. Has a lot of choices.
- Takes the following enhancements:
- SBB ATK reduction lasts 2 turns
- Choose between:
- Add DEF Down to BB/SBB
- AoE Normals
- Elemental Immunity
- Fill out the rest of the points with one or both stat options
- This build looks a lot different now that it has 10 points to spare. As for the choices:
- DEF Down is really weak, but if you take it you get both stat options. That's the only erason I included it, to be honest.
- AoE normals might be nice if you have to normal attack occasionally in your raids (e.g. Shusui). You'll get more mileage out of ATK with it, but probably still want HP because it's raids.
- Elemental Immunity saves you a sphere slot down the road. A decent survivability option that applies in a lot of content, not just raids. Pairs best with HP because you're picking the survivability option for a reason.
- Healer Miku
- A build for people that want their Miku to heal for some reason. Maybe you somehow don't have enough healing via other units. I won't ask.
- Takes the following enhancements:
- Add heal when damage dealt effect to BB/SBB
- Choose one:
- +20% ATK/REC, +20% HP/DEF and Elemental Damage Immunity
- LS: +100% Critical Damage and either stat bonus
- The choice is obviously dependent on whether you'll lead with her. You could opt for DEF down with EWD instead, but
- UBB Miku
- For people that want to try UBB nuking with her. I'm not saying it's weak, just that the scenarios where you'd use it over, say, Avant/Silas in crittable content or even Zenia in non-crittable content, are pretty few and far between.
- Takes the following enhancements:
- Add +3 hit count buff to UBB
- Choose between:
- AoE Normals and +20% ATK/REC
- LS: +100% Crit Damage
- As Miku's UBB is only reasonable to use in crittable content, having her boosted LS with it might be acceptable. Otherwise, you're either going to lead with her or not, so pick according to that. Note, however, that if she has her LS boosted and active you'll pass the crit damage cap unless enemies have some resistance.
- AoE Normals with a 9x damage multiplier via her SBB and UBB is huge. Of course, they might not trigger as it's only chance-based, but when they do, you might find your Miku nuking groups of enemies with UBB-tier damage. If you don't want to lead with your Miku, this is the clear choice (but remember you can take the HP instead if you want)
- Arena Miku
- Arena build. For fighting Mifune.
- It's alllways for fighting Mifune... Alim don't make small adjustments to the colloseum meta, they use a "balance shotgun" or something.
- Takes the following enhancements:
- 20% chance for normal attacks to AoE
- Elemental Damage Immunity
- Choose Between:
- +20% ATK/REC, +20% HP/DEF, Add DEF Down to BB/SBB
- LS: +100% Crit Damage
- The increased cost of the LS bonus made this build have a choice in it. Do you lead with your arena Miku and make everybody's crits more effective, or just give her better stats and a debuff nobody cares about but is the only thing the build can afford at that point?
- As for the rest, it's obvious enough. AoE normals wreck stuff turn one, stat bonuses are stat bonuses, elemental immunity is super important for light units in the colloseum meta.
SP Builds credits to /u/Xerte on reddit.
Founders of Meirith - Vern & Co
✔
Kaiser Gloomy
Diterbitkan 9:30:00 AM
Tags
Vehement Pyre Golzo (7*)
Lord Stats/Imps
HP: 6874 {1000}
Atk: 2807 {600}
Def: 2473 {300}
Rec: 2360 {400}
Hits: 15 / 3 DC
Cost: 43
LS: +40% HP/ATK, 3-6 BC when hit, 15% Chance to take 1 damage, 1 Turn +150% ATK after taking 5000 damage
ES: 80% ATK Buff at the End of Turn for 5 Turns (May Incrementally Get Higher?), Add Effect To BB/SBB (2 turn Def Ignore Buff)
BB: 21 Hits, 290% AoE (ATK+100), 3 Turn HoT 3500-4000 HP (+10% Target REC), 3 turn 7 BC/turn, 3 turn Fire/Thunder Buff, Fill 8 BC
BC Cost: 16 // Max BC Gen: 21
SBB: 42 Hits, 500% AoE (ATK+100), 3 Turn +60% Crit, 3 turn +50% Crit Dmg, 3 turn 15% HP->ATK/DEF buff, 3 turn Fire/Thunder Buff
BC Cost: 28 // Max BC Gen: 42
UBB: 25 Hits, 1300% AoE (ATK+100), Fill 999 BC, 3 turn 40% HP->ATK buff, 3 turn +300% BB/SBB/UBB Mod, 3 turn 50 BC/turn, 3 Turn Self +250% ATK Buff
BC Cost: 30 // Max BC Gen: 25
Arena Type: 2
60% Chance BB Enemy w/ over 50% HP > 20% Chance BB Random Enemy > 100% Chance Attack Random Enemy
Absolute Zero Vern (
)
Lord Stats/Imps
HP: 8007 {1500}
Atk: 3058 {600}
Def: 2554 {600}
Rec: 2700 {600}
Hits: 12 / 4 DC
Cost: 47
LS: +50% HP/ATK, +120% Spark Damage, Reduce BB Cost 25%
ES: 0-100% ATK/DEF/REC depending on HP remaining, +30% All Stats [Equip Meirith Pearl]
BB: 18 Hits, 370% AoE (ATK+200), 3 turn +100% Spark Dmg, 3 Turn 20% Chance Sparks Crit Buff (50% Damage), 3 turn Water/Earth Buff
BC Cost: 26 // Max BC Gen: 18
SBB: 22 Hits, 580% AoE (ATK+200), 3 turn +100% Spark Dmg, 3 Turn 20% Chance Sparks Crit Buff (50% Damage), 3 turn Water/Earth Buff, 1 turn 25% Spark Damage Taken Debuff (25% Chance)
BC Cost: 30 // Max BC Gen: 22
UBB: 26 Hits, 1500% AoE (ATK+200), 3 turn +200% Spark Dmg, 3 Turn 50% Chance Sparks Crit Buff (50% Damage), 2 turn 150% Spark Damage Taken Debuff (100% Chance)
BC Cost: 30 // Max BC Gen: 26
Arena Type: 2
60% Chance BB Enemy w/ over 50% HP > 20% Chance BB Random Enemy > 100% Chance Attack Random Enemy
SP Options :
Category | SP Cost (out of 100) | Skill Description |
---|---|---|
Parameter Boost | 20 | 20% boost to all parameters |
Spark | 30 | 100% boost to Spark damage |
Attack Boost | 50 | Raises normal hit amount +1 to each hit count |
BB Gauge | 20 | Considerably reduces BB gauge required for BB 25% reduction |
HP Recovery | 10 | Damage taken may slightly restore HP 25% chance to heal 5% HP from damage taken |
Special | 20 | Adds Dark element to attack for 3 turns effect to BB/SBB |
30 | Adds BC drop rate boost for 3 turns effect to BB/SBB 30% boost | |
50 | Adds slight BB gauge boost during Spark for 3 turns effect to BB/SBB Fills 1-2 BC | |
60 | Enhances BB/SBB/UBB's Spark damage boost effect +30% boost, 130% boost total for BB/SBB, 230% boost total for UBB |
Example SP Build :
- Arena Verne
- Takes the following abilities:
- +1 hit count
- +20% all stats
- -25% BC cost
- DMG to HP chance
- +1 hit count and +20% all stats form a core with her ES to make her turn 1 damage and survivability fairly ridiculous
- The rest is just because nothing else she can take really matters to the strategy. Dark buff might be situationally useful, but she already provides 2 elements for bypassing resistance which is really all you need.
- Utility Verne
- Takes the following abilities:
- Spark BC added to BB/SBB
- The rest is optional, from the following list:
- Dark/BC drop buffs, if your squad needs them. It probably doesn't.
- 20% all stats <- highest priority
- -25% BC cost
- DMG to HP chance
- +100% spark damage
- This Verne takes the most important utility buff, fills in whatever you still need from the remaining buff options, and then takes whatever passives you want.
- Nukey Verne
- Takes the following abilities:
- Improve Spark Damage Buff on BB/SBB
- +100% spark damage
- DMG to HP chance
- Just a maximum damage Verne when using her BB/SBB. DMG to HP is only taken becaus enothing else can be afforded. Notably a little more fragile than normal, but Verne already gets a lot of HP/DEF via her ES
- Hit-count Nukey Verne
- Takes the following abilities:
- +1 hit count
- +100% spark damage
- +20% all stats
- Focuses on boosting her normal attack damage. Utilizing decent ATK buffs and spheres/elgifs/LS with this Verne should allow for her normal attacks to outdamage her BB and SBB when you need to use them
Natural Whip Leona (7*)

Lord Stats/Imps
HP: 6563 {1000}
Atk: 2704 {300}
Def: 2685 {600}
Rec: 2566 {400}
Hits: 10 / 4 DC
Cost: 43
LS: +40% HP/DEF, 3-6 BC when hit, 3-8% HP Drain
ES: Add Effect To BB/SBB (3 Turn HoT 2500-3000 HP (+15% Target REC)), Add Effect To BB/SBB (3 turn 7 BC/turn)
BB: 15 Hits, 350% AoE (ATK+100), -40% ATK &/or -40% DEF {30%} for 1 turn, 1 turn Inflict Debuff (10% Chance -20% ATK/DEF) Buff, 3 turn Water/Earth Buff
BC Cost: 20 // Max BC Gen: 15
SBB: 21 Hits, 560% AoE (ATK+100), -50% ATK &/or -50% DEF {30%} for 1 turn, 1 turn Inflict Debuff (10% Chance -20% ATK/DEF) Buff, 3 turn Water/Earth Buff, 3 Turn 4-6% HP Drain Buff (50 Chance)
BC Cost: 26 // Max BC Gen: 21
UBB: 24 Hits, 1300% AoE (ATK+100), -80% ATK &/or -80% DEF {100%} for 2 turns, 3 Turn Heal 75% of Damage Taken, 50 BC on Hit for 3 turns
BC Cost: 30 // Max BC Gen: 24
Arena Type: 2
60% Chance BB Enemy w/ over 50% HP > 20% Chance BB Random Enemy > 100% Chance Attack Random Enemy
Lightning Menace Silas (
)

Lord Stats/Imps
HP: 8081 {1500}
Atk: 2884 {600}
Def: 2906 {600}
Rec: 2442 {600}
Hits: 12 / 4 DC
Cost: 47
LS: +50% HP/ATK, +150% Crit Damage, 6-8 BC On Crit, 20% OD Gauge Fill Rate
ES: Debuff Immunity, +150% BB/SBB/UBB Mod
BB: 17 Hits, 370% AoE (ATK+200), 3 turn +50% Crit Dmg, 3 turn Fire/Thunder Buff, 3 Turn +60% Crit
BC Cost: 26 // Max BC Gen: 17
SBB: 20 Hits, 580% AoE (ATK+200), 3 turn +50% Crit Dmg, 3 turn Fire/Thunder Buff, 3 Turn +60% Crit, 3 turn +300% BB/SBB/UBB Mod
BC Cost: 30 // Max BC Gen: 20
UBB: 22 Hits, 1500% AoE (ATK+200), 3 turn +600% BB/SBB/UBB Mod, 3 turn +300% Crit Dmg, 3 Turn 100% Chance Sparks Crit Buff (50% Damage), 3 Turn +60% Crit
BC Cost: 30 // Max BC Gen: 22
Arena Type: 2
60% Chance BB Enemy w/ over 50% HP > 20% Chance BB Random Enemy > 100% Chance Attack Random Enemy
SP Options :
Category | SP Cost (out of 100) | Skill Description |
---|---|---|
Parameter Boost | 10 | 20% boost to Atk, Rec |
10 | 20% boost to Def, max HP | |
Critical Hits | 20 | Boosts critical hit damage 50% boost |
20 | Critical hit damage boosts BB gauge Fills 2-3 BC | |
Damage Reduction | 30 | Negates critical hit damage |
Special | 50 | Adds huge boost to Atk for 3 turns effect to BB/SBB 150% boost |
50 | Adds huge Def boost relative to Atk for 3 turns effect to BB/SBB 70% boost | |
20 | Adds Light element to attack for 3 turns effect to BB/SBB | |
40 | Enhances SBB/UBB's BB Atk boost effect +100% boost, 400% boost on SBB, 700% boost on UBB total |
Example SP Build :
- FG/FH Purist Cyrus
- Takes the following abilities:
- Increase SBB and UBB BB ATK buffs by 100%
- +50% Crit damage
- 2-3 BC on Crit or Light buff
- +20% ATK/REC
- +20% HP/DEF
- All personal damage increases are included. Light buff can be ignored in favour of taking a dedicated elements buffer, ATK buff is ignored in favour of the likely includion of Omni Eze in the squad lineup
- HP/DEF are irrelevant unless taken outside FG/FH, but there's no other 10 point abilities worth taking, nor is crit immunity in place of HP/DEF + Crit BC going to help
- While there's an argument for taking his ATK buff to get it active sooner, that trade only allows you to take 20% ATK/REC rather than 50% crit damage and 20% all stats, and as Eze's likely in the same squad Cyrus is the only unit that would benefit from the ATK buff. The crit damage boost is worth slightly more to Cyrus than 150% extra ATK.
- Crit damage is +14% damage with just one Cyrus lead when using his SBB, +8.3% damage when using his UBB. ATK buff is +10% damage with Cyrus/Eze leads when using his SBB, and does nothing for his UBB
- Raid Cyrus
- Takes the following abilities:
- Add 70% ATK->DEF convert buff to BB/SBB
- +20% HP/DEF
- Increase SBB and UBB BB ATK buffs by 100%
- There was a crit-specific version, but then I realised the BB ATK buff is party-wide
- Used for raids, typically as a sub to Eze leads rather than as a leader unit himself unless the raid can be critted
- "I Have No Eze Friends" Cyrus
- Takes the following abilities:
- Add 150% ATK buff to BB/SBB
- Add 70% ATK->DEF convert buff to BB/SBB
- Self-explanatory name, really. You only need one Cyrus like this if you have Cyrus friends, and could freely use a FG/FH-oriented Cyrus friend.
- Also for use with Verne if you don't want to use Eze, as she has spark buffs but no ATK buff. This batch has some decent internal synergy... apart from Golzo.
- You might want to take the raid version anyways and just use a regular ATK buffer. Even Lucina works.
- FG/FH Purist Cyrus
- Takes the following abilities:
- Increase SBB and UBB BB ATK buffs by 100%
- +50% Crit damage
- 2-3 BC on Crit or Light buff
- +20% ATK/REC
- +20% HP/DEF
- All personal damage increases are included. Light buff can be ignored in favour of taking a dedicated elements buffer, ATK buff is ignored in favour of the likely includion of Omni Eze in the squad lineup
- HP/DEF are irrelevant unless taken outside FG/FH, but there's no other 10 point abilities worth taking, nor is crit immunity in place of HP/DEF + Crit BC going to help
- While there's an argument for taking his ATK buff to get it active sooner, that trade only allows you to take 20% ATK/REC rather than 50% crit damage and 20% all stats, and as Eze's likely in the same squad Cyrus is the only unit that would benefit from the ATK buff. The crit damage boost is worth slightly more to Cyrus than 150% extra ATK.
- Crit damage is +14% damage with just one Cyrus lead when using his SBB, +8.3% damage when using his UBB. ATK buff is +10% damage with Cyrus/Eze leads when using his SBB, and does nothing for his UBB
- Raid Cyrus
- Takes the following abilities:
- Add 70% ATK->DEF convert buff to BB/SBB
- +20% HP/DEF
- Increase SBB and UBB BB ATK buffs by 100%
- There was a crit-specific version, but then I realised the BB ATK buff is party-wide
- Used for raids, typically as a sub to Eze leads rather than as a leader unit himself unless the raid can be critted
- "I Have No Eze Friends" Cyrus
- Takes the following abilities:
- Add 150% ATK buff to BB/SBB
- Add 70% ATK->DEF convert buff to BB/SBB
- Self-explanatory name, really. You only need one Cyrus like this if you have Cyrus friends, and could freely use a FG/FH-oriented Cyrus friend.
- Also for use with Verne if you don't want to use Eze, as she has spark buffs but no ATK buff. This batch has some decent internal synergy... apart from Golzo.
- You might want to take the raid version anyways and just use a regular ATK buffer. Even Lucina works.
Pious Saint Astall (7*)

Lord Stats/Imps
HP: 6707 {1100}
Atk: 2550 {440}
Def: 2706 {440}
Rec: 2554 {440}
Hits: 9 / 5 DC
Cost: 43
LS: +40% HP/DEF, 2 Turn 100% Spark Buff after collecting 30 BC, 2 Turn +200% BB/SBB/UBB Mod after collecting 30 HC
ES: +10% All Stats
BB: 17 Hits, 350% AoE (ATK+100), 1 turn Inflict Debuff (20% Chance -20% ATK/DEF) Buff, 3 Turn +35% BC/HC Drop Rate Buff, 3 turn Light/Dark Buff
BC Cost: 22 // Max BC Gen: 17
SBB: 20 Hits, 560% AoE (ATK+100), 1 turn Inflict Debuff (20% Chance -20% ATK/DEF) Buff, 3 Turn +35% BC/HC Drop Rate Buff, 3 turn +50% BB Fill Rate, 0 Def 2000 Damage light Barrier (Absorb 100% Damage), 3 turn Light/Dark Buff
BC Cost: 25 // Max BC Gen: 20
UBB: 22 Hits, 1300% AoE (ATK+100), 1 turn Inflict Debuff (50% Chance -50% ATK/DEF) Buff, 2 turn 50% All Element Mitigation, 3 Turn Heal 75% of Damage Taken
BC Cost: 30 // Max BC Gen: 22
Arena Type: 2
60% Chance BB Enemy w/ over 50% HP > 20% Chance BB Random Enemy > 100% Chance Attack Random Enemy
Dusk Artemis Eclise (7*)

Lord Stats/Imps
HP: 6602 {1000}
Atk: 2613 {340}
Def: 2507 {340}
Rec: 2790 {620}
Hits: 7 / 6 DC
Cost: 43
LS: +50% HP, Heal 600-800 (+ 10% REC) HP/turn, 6 BC/turn, 20% OD Gauge Fill Rate
ES: Status Immunity, Add Effect To BB/SBB (Cure Status/Debuffs)
BB: Heal 3000-3500 HP (+ 40% Healer REC), 3 turn Negate Status Ailments, Fill 10 BC, 1 Turn Negate Stat Down Debuffs, 3 turn Light/Dark Buff
BC Cost: 23
SBB: 18 Hits, 560% AoE (ATK+100), 3 Turn HoT 2600-2900 HP (+18% Target REC), 8% OD Fill, 3 Turn 20% OD Fill Rate Buff, 3 turn Light/Dark Buff
BC Cost: 22 // Max BC Gen: 18
UBB: 23 Hits, 1300% AoE (ATK+100), 3 Turn HoT 98999-99999 HP (+10% Target REC), 3 turn 50 BC/turn, 3 Turn 40% OD Fill Rate Buff, 140 turn Revive buff to All Allies (80% Chance to Revive with 100% HP)
BC Cost: 30 // Max BC Gen: 23
Arena Type: 2
60% Chance BB Enemy w/ over 50% HP > 20% Chance BB Random Enemy > 100% Chance Attack Random Enemy
SP Builds credits to /u/Xerte on reddit.
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