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[XenaRen's Post Enhancement Review] - Demon Rain
Post Body

Demon Rain

A knight of the Kingdom of Grandshelt. Though usually preoccupied chasing girls, on his journey chasing after the Sworn Six of Paladia who attacked his homeland a gentler, more courageous side of him came through. At a young age he came in contact with the earth crystal, but little did he know that would become the catalyst that sealed his fate.

Role: Tank/Support/Damage Dealer (Finisher)

TMR: Infernal Armlet

Accessory, 20% ATK/DEF, 20% Fire/Earth Resistance

BiS accessory for damage dealers at one point, however now outclassed by the likes of Japa Mala, Douche's Desch's Earrings, etc.

Stats

Rarity HP MP Attack Defense Mag Spr # Hits Drop Checks*
★5 2834 (360) 112 (40) 120 (16) 89 (16) 98 (16) 85 (16) 2 6
★6 3684 (510) 146 (65) 156 (26) 116 (26) 128 (26) 110 (26) 2 6

Equipments

Limit Burst

Rarity Max Lv Name Effect Cost
★5 20 Shining Nova Min: Fire physical damage (2.4x) to all enemies  Max: Fire physical damage (3.35x) to all enemies 14
★6 25 Shining Nova Min: Fire physical damage (2.7x) to all enemies  Max: Fire physical damage (3.9 x) to all enemies 16

Magic Spells

Icon Name MP Effect Level Min Rarity
Fira 9 140% AoE 1 Hit Fire Magic Attack 24 3
Stonra 9 140% AoE 1 Hit Earth Magic Attack 38 4
Firaga 20 180% AoE 1 Hit Fire Magic Attack 51 5
Stonga 20 180% AoE 1 Hit Earth Magic Attack 77 5

Active Abilities

Icon Name MP Effect Level Rarity
Power Break 7 Physical damage (1.2x) to one enemy, Decrease ATK (15%) for 3 turns to one enemy 16 5
Defend 8 Mitigate damage taken (50%) for 1 turn to caster 30 5
Ignite 48 Increase 40% ATK/MAG for 3 turns to all allies 85 6

Passive Abilities

Icon Name MP Effect Level Rarity
HP 10% -- Increase HP (10%) 5 5
Counter -- Chance to counter physical attacks (30%) with normal attack 22 5
Demonic Cover -- Chance to protect one ally 10 5
Demonic Fury -- 30% ATK when HP drops below 30% 64 5
Doublehand -- Increase equipment ATK (50%) when single wielding, Increase Accuracy (25%) when single wielding 80 5
EVO MAG 20^ -- Increase Esper Summon Damage 26 6
Cereberus Guard -- Chance to protect one ally from physical damage (40%) with damage mitigation (25% physical/magical) 63 6
Demon’s Revenge -- Increase chance to counter (2.5x) 100 6

Enhancements

Icon Name EN Enh MP Effect Cost Type T1 T2 T3 T4 T5
Counter 1 -- Chance to counter physical attacks (30%) with normal attack (2.0x modifier) & Boost critical rate (10%) 120000 Guard 15 8 5 - -
Counter 2 -- Chance to counter physical attacks (40%) with normal attack (3.0x modifier) & Boost critical rate (30%) 120000 Guard 23 12 8 2 -
Doublehand 1 -- Increase equipment ATK (100%) when single wielding, Increase Accuracy (25%) when single wielding 250000 Tech 20 15 10 2 1
Doublehand 2 -- Increase equipment ATK (150%) when single wielding, Increase Accuracy (25%) when single wielding (Including 2H weapons) 250000 Tech 30 23 15 4 2
Demonic Fury 1 -- 60% ATK/DEF when HP drops below 30% 500000 Support 15 10 8 1 -
Demonic Fury 2 -- 120% ATK/DEF when HP drops below 50% 500000 Support 23 12 8 2 -
Defend 1 8 Increase chance of being targeted (100%) for 1 turn to caster & Decrease damage taken (50%) for 1 turn to caster 500000 Guard 15 10 8 1 -
Defend 2 20 Increase chance of being targeted (100%) for 3 turns to caster & Decrease damage taken (50%) for 3 turns to caster 500000 Guard 23 15 12 2 1
Ignite 1 48 Increase 60% ATK/MAG for 3 turns to all allies 500000 Support 15 10 8 1 -
Ignite 2 48 Increase 80% ATK/MAG for 4 turns to all allies and grants Demon’s Wrath [30MP] & Inner Fire [40MP] for 3 turns to the caster 500000 Support 23 12 8 2 -

Related Skills

Icon Category Name MP Effect
ABILITY Demon’s Wrath 30 1-Hit Physical attack (5.0x) to one enemy
ABILITY Inner Fire 40 Boost SPR (80%) for 5 turns to caster & Refresh (50MP, 0.5x mod) split over 5 turns to caster

Can't find global exclusive skill icons, you guys will just have to make do with these!

Enhancement Overview

I would just like to say…. That’s how GL Exclusive enhancements should be! Suck on it JP Just kidding maybe . I absolutely love how Gumi enhanced D-Rain, his skills now actually makes sense and complement each other amazingly well.

Enhancements ( 2) to Counter increased D-Rain’s counter rate to 40% and counter damage to 3.0x modifier. Coupled with his innate Demon’s Revenge, it means he now has 100% counter proc chance against physical attacks with a 3.0x modifier. Wow, forget about generating LB crystals, D-Rain looks like he can finally start doing some serious damage via his counters.

Doublehand 2 gives D-Rain 150% Equipment ATK bonus when single wielding including when using 2H weapons. Does this mean D-Rain’s counter procs will have a 1.5x variance? u/Nazta please confirm.

Demonic Fury 2 buffs rain for 120% ATK/DEF when his HP drops below 50%. This buff should stay on D-Rain until he dies, so feel free to abuse the Grivity/Griviga cheese and get that buff on the first turn!

Defend 2 is the enhanced version of the oh so useful Guard. It’s now D-Rain’s bread and butter skills as it now provides a 3 turn 100% provoke on top of a 3 turn 50% damage mitigation (should be stackable with Pod 153). To put it in perspective of how OP this skill is, Wilhelm’s Impregnable only has a 30% damage mitigation.

Ignite 2 buffs the whole team for a nice 80% ATK/MAG buff for 4 turns, and grants Rain a nice finishing skill w/Demon’s Wrath (500% 1 hit) & Inner Fire which boosts his own SPR by 80% along with some minor MP recovery for 3 turns.

Overall fantastic enhancements that turned the most useless unit in the game a somewhat mediocre unit into a fantastic unit.

Strengths

Best provoke/mitigation combo in the game

As mentioned previously, D-Rain now has access to a 3 turn 100% Provoke & 50% damage mitigation skill.

Wow, I still can’t get my head around how OP that is. I guess it’s there to compensate for his shitty stats, but still!

I wonder what happens when he guards after using Defend 2….. does that stack? Oh yes it does.

100% Counter with 3.0x modifier

His counter now procs 100% against physical damage and now has a 3.0x modifier, this is absolute bonkers when coupled with his 100% provoke & mitigation. It means D-Rain should be able to survive all ST physical attacks, and hit them back with 3.0x per hit.

Though this means counters via RoL or Mechanical Heart will usually take a backseat

Edit: Holy and Mechanic Heart still procs with physical attacks (at a lesser rate than usual?) at the expense of D-Rain's own counters

I’m calling it now, we’ll no longer receive any more trials with physical damage. This shit is too OP along with Illusionist Nichol.

Versatility

I use this word waaaayyyy too much, but there are so many different ways to build him. Depending on the fight/situation, you can stack a mixture of ATK and DEF on him and watch him wreck shit with his counters (if he survives).

Weaknesses

Piss poor stats

His stats are horrible for a 5 star unit, let alone a tank. On top of that, his passives are also piss poor. Ok fine, he has 40% HP which is really good, but he has no DEF/SPR passives.

Almost forgot about his 20% EVO MAG..... Bahamut Finisher Tank Build anyone?

Lack of defensive buffs

Other than his Defend 2, he doesn't really have any other defensive skills. He doesn't have any defensive breaks or defensive buffs that helps the team survive. He does have a lot of offensive firepower, but it's probably not going to be your main source of damage.

His counters could push you through thresholds

Downside of his powerful counters, it could push you through some dangerous thresholds without you meaning to.

Thanks /u/fatcatsings for point that out! Completely slipped my mind.

Lack of AoE Cover

In this day and age where every boss has some form of AoE skills, D-Rain may not be the best choice for those fights. Although this "weakness" is somewhat mitigated by Illusionist Nichol, at that point you might be better off with just using WoL as your main tank.

Useless against bosses that deal Magical Damage

His SPR is piss poor, which means he'll probably die to any powerful boss that deals magical damage even with his 50% mitigation from Defend 2. His counter only counters physical damage, which makes it useless against magical damage.

Sucks without enhancements

Idk about you guys, but I'm all out of heavicrysts.

BiS

Full HP/DEF Tank Build

Demon Rain 6 Star
FFBEDB Unit Calculator
Right Hand: Mighty Hammer 72ATK 15%HP Lightning Element
Left Hand: Imperial Shield 65DEF/SPR
Head: Grand Helm 45DEF 100%Sleep/Silence/Confuse 20�F with Heavy Armor
Body: Grand Armor 72DEF 28SPR 15%HP
Accessory 1: Pirate Ring 25%HP 20DEF 20SPR
Accessory 2: Pirate Ring 25%HP 20DEF 20SPR
Ability 1: Patriotic Recall 30%HP 20�F 50%Light
Ability 2: Patriotic Recall 30%HP 20�F 50%Light
Ability 3: Patriotic Recall 30%HP 20�F 50%Light
Ability 4: Patriotic Recall 30%HP 20�F 50%Light
Pot Stats: HP: 510 MP: 65 ATK: 26 DEF: 26 MAG: 26 SPR: 26
Esper: Golem HP:6400 MP:4330 ATK:3335 DEF:4860 MAG:1630 SPR:1630
Total Stats: HP: 14324 MP: 254 ATK: 287 DEF: 554 MAG: 170 SPR: 279

When D-Rain's HP drops below 50%, he gains an additional 120% ATK/DEF, which boosts his total in game DEF value to 724.

Full ATK

Demon Rain 6 Star
FFBEDB Unit Calculator
Right Hand: Dandelga 130ATK Fire Element
Head: Rider's Helm 28ATK 60DEF 100%Disease/Petrify
Body: Demon Mail 10ATK 55DEF 20�rk
Accessory 1: Desch's Earring 45ATK
Accessory 2: Desch's Earring 45ATK
Ability 1: Doublehand 50%Equipment ATK
Ability 2: Sworn Six's Pride Dark 30%ATKw/GreatSword 30%ATKw/HeavyArmor
Ability 3: Proud Fencer 20%HP 40%ATK w/GreatSword
Ability 4: Adventurer-5 40%ATK/DEF/MAG/SPR
Pot Stats: HP: 510 MP: 65 ATK: 26 DEF: 26 MAG: 26 SPR: 26
Esper: Golem HP:6400 MP:4330 ATK:3335 DEF:4860 MAG:1630 SPR:1630
Total Stats: HP: 6774 MP: 254 ATK: 1243 DEF: 361 MAG: 231 SPR: 206

When D-Rain's HP drops below 50%, he gains 120% ATK/DEF which boosts his ATK to 1461 and DEF to 531 which are both great.

Hybrid (As in offensive & defensive hybrid, not ATK/MAG hybrid)

Demon Rain 6 Star
FFBEDB Unit Calculator
Right Hand: Beastlord 125ATK 20�F
Head: Rider's Helm 28ATK 60DEF 100%Disease/Petrify
Body: Grand Armor 72DEF 28SPR 15%HP
Accessory 1: Desch's Earring 45ATK
Accessory 2: Desch's Earring 45ATK
Ability 1: Doublehand 50%Equipment ATK
Ability 2: Patriotic Recall 30%HP 20�F 50%Light
Ability 3: Proud Fencer 20%HP 40%ATK w/GreatSword
Ability 4: Adventurer-5 40%ATK/DEF/MAG/SPR
Pot Stats: HP: 510 MP: 65 ATK: 26 DEF: 26 MAG: 26 SPR: 26
Esper: Golem HP:6400 MP:4330 ATK:3335 DEF:4860 MAG:1630 SPR:1630
Total Stats: HP: 8661 MP: 254 ATK: 1089 DEF: 435 MAG: 231 SPR: 234

Alternatively, you can go with a hybrid build that somewhat balances his ATK and DEF/HP values. This build above gives him 1K ATK as well as very good survivability as a provoke tank.

You could also replace Desch's Earrings with RoL for some extra evade & MP regen. It really depends on the situation at this point, and that's what makes D-Rain extremely versatile.

Companions

Illusionist Nichol

Illusionist Nichol could turn D-Rain into a very strong AoE cover tank (along with D-Rain's own mitigation), and also could provide evade/defensive breaks to your team.

Comparisons

Wilhelm

Wilhelm is the obvious choice, since they're both provoke tanks. At their best defensively, D-Rain is capable of achieving a slightly higher HP, while Wilhelm is capable of achieving ~200 higher DEF than Rain.

Rain however, has a much higher mitigation on his provoke skill compared to Wilhelm.

So what does this mean? Who's the better Provoke tank? Let's break this all down:

50% Mitigation means you're only taking 50% of incoming damage, and 30% mitigation means you're taking 70% of incoming damage. Therefore, theres a 40% difference in terms of damage taken.

Due to how damage is calculated, this means that Wilhelm needs to have 40% more overall DEF than Rain for them to take equal amounts of damage given the difference in their mitigation skills.

If Rain's BiS DEF is 554, this means Wilhelm needs 776 DEF to match up with Rain (Wilhelm's BiS DEF is 780).

Let's take a look at the numbers just to double check (assuming we're using an enemy with 1000ATK using a 1.0x mod skill):

Against Rain: 1000^ 2/554 x 0.5 = 902.52

Against Wilhelm: 1000^ 2/780 x 0.7 = 897.43

From these numbers, it seems that Demon Rain is on par with Wilhelm as a 100% provoke tank despite having vastly inferior stats. When his Demonic Fury buff kicks in ( 120% ATK/DEF) he takes even less damage than Wilhelm against ST physical attacks.

Rain also has a superior offensive buff ( 80% ATK/DEF buff) & higher damage potential while Wilhelm has a superior defensive buff & AoE mitigation via his LB.

Essentially, Demon Rain is an offensive version of Wilhelm.

Keep in mind we’re comparing enhanced Demon Rain to unenhanced Wilhelm.

Overview

Let's quickly review everything:

  • One of the best Provoke Tanks in the game, easily on par with Wilhelm - very good from early game content up until now, can't say the same about the future
  • Can achieve similar levels of ATK to Olive while being relatively tanky (obviously not as strong as Olive)
  • Can achieve as high as 85% damage mitigation for himself with his own mitigation, defend and Pod 153.
  • Access to one of the best offensive buffs with Ignite
  • 100% physical counter

Like I said before, Demon Rain is like an offensive version of Wilhelm. He's exactly like what I envisioned Snow to be when Snow was first released. Definitely a fun unit to build around and have fun with!

Side notes/Random thoughts

Looks like /u/letsdothisbro took over for future SYP threads and did an amazing job. Definitely check out this week's Should You Pull if you have not already done so.

I didn't really bother doing a comparison vs WoL/EV. If you need an AoE Cover tank go with WoL/EV, if you need a ST provoke tank go with Rain. Although iNichol makes D-Rain a viable AoE cover tank, you're wasting two unit slots for one role... that could be covered pretty well by WoL alone.

Regarding Dracu Lasswell: He sucks, but I'm so tempted to pull for him to complete my Halloween collection. Ugh, Lasswell why can't you be good.

Anybody know what level Dyer is by now?

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