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Enhancement Analysis of Awakened Warriors: Batch 23
Post Body

Changelog:

  • Elfreeda Ice Prism.
  • Ang Heart of the Hunter.

NOTE: Unlike in the wiki, abilities with access effects, the duration is 1 turn shorter since I don't count the turn the unlock is made. This is noticeable on Ang and Verun reviews so please be wary of that.


Elfreeda

Rarity: 5★ to 7★

Enhancements:

Name Level Description Gil Type T1 T2 T3 T4 T5
True Doublehand Base 50% Equipped ATK when 2-Handing 25% Accuracy - - - - - - -
True Doublehand 1 75% Equipped ATK when 2-Handing 25% Accuracy 500,000 Power 15 10 8 2 1
True Doublehand 2 100%% Equipped ATK when 2-Handing 25% Accuracy 500,000 Power 23 15 12 4 1

Marshal Glo- I mean, Elfreeda has lot of innate source of TDH, 50% from her TMR, another 50% from her Trust Ability, and this passive, leaving her at 200%. So you just need Cloud's TMR to hit the cap.

Still, this is only beneficial if you're using her in Arena. There are no merits in grabbing this if you're using her as a provoke/support unit.


Name Level Description Gil Type T1 T2 T3 T4 T5
Ice Prism Base 10% Chance Counter Physical Damage w/ "Ice Prism" - - - - - - -
Ice Prism 1 15% Chance Counter Physical Damage w/ "Ice Prism" 30% DEF 375,000 Guard 15 10 8 2 1
Ice Prism 2 20% Chance Counter Physical Damage w/ "Ice Prism" 30% DEF/SPR/HP 30% Ice Resist 375,000 Guard 23 15 12 4 1
Name Description
Ice Prism Critical Hit 650% ST Physical Attack

Tier 1 improves the Ice Prism proc rate and adds some DEF. Tier 2 also improves Ice Prism proc rate, while increase HP, SPR, and Ice resist.

Ice Prism doesn't do much except for chipping opponent's HP bars in arena along with the usual benefits of counter attacks. The Ice resist is good all around considering she's a tank.


Name Level Description Gil Type T1 T2 T3 T4 T5
Frostbite Base Critical Hit 300% ST Physical Attack ST 3 Turn -50% Ice Resist - - - - - - -
Frostbite 1 Critical Hit 325% ST Physical Attack ST 3 Turn -50% Ice Resist 500,000 Black 15 10 8 2 1
Frostbite 2 Critical Hit 350% ST Physical Attack ST 3 Turn -75% Ice Resist 500,000 Black 23 15 12 4 1

This functions as Elfreeda's finishing ability, Critical Hits double the modifier.

Both tiers increases her modifiers a bit, with Tier 2 also improving the Ice imperil to 75%. Since Elfreeda also works as a TDH finisher, this is great in supporting ice chainers while pumping out consistent damage. It somewhat helps her as well since Empyrean Frost Arrow and her LB are both fixed Ice.


Name Level Description Gil Type T1 T2 T3 T4 T5
Clever Smile Base 2 Turn 100% Chance to be Targeted AoE 2 Turn -45% ATK/MAG Debuff - - - - - - -
Clever Smile 1 2 Turn 100% Chance to be Targeted AoE 2 Turn -50% ATK/MAG Debuff 375,000 Black 15 8 5 1 -
Clever Smile 2 3 Turn 100% Chance to be Targeted AoE 3 Turn -55% ATK/MAG Debuff 375,000 Black 23 15 12 4 2

Tier 1 improves the breaks slightly, Tier 2 increases breaks and the turn duration.

With Sub-Zero Casket already providing her provoke, this would have been a meh enhancement but since Sub-Zero is a Cooldown Ability, Clever Smile still has its perks.

The turn extension is pretty much appreciated, but it still lacks mitigation like most provoke tanks have. However, 55% ATK/MAG is great for crippling boss damage, if it procs ofc. But if you're running meta breakers like Auron and Loren, this ability only serves the purpose of refreshing her provoke once Sub-Zero Casket's buffs fade and it's still on CD.


Summary:

Elfreeda mostly got buffs to her damage potential in arena. With some GL improvements, she also gains some bulk via Ice Prism.

Clever Smile is still useful for its reliable provoke, the breaks are reliable too if you don't have anything better.

For arena, TDH, Ice Prism, and Clever Smile are her priorities.

For tanking, Clever Smile and Ice Prism are the priorities.

And, for whatever reason, as a finisher, TDH and Frostbite are her priorities.


Cloud

Rarity: 5★ to 7★

Enhancements:

Name Level Description Gil Type T1 T2 T3 T4 T5
SOLDIER 1st Class Base 30% ATK/DEF/MAG/SPR 50% HP/MP - - - - - - -
SOLDIER 1st Class 1 40% ATK/DEF/MAG/SPR 60% HP/MP 375,000 Support 15 8 5 1 1
SOLDIER 1st Class 2 40% ATK/DEF/MAG/SPR 60% HP/MP 30% ATK w/ Greatsword 375,000 Support 23 12 8 2 1

Tier 1 increases all of his stats slightly, Tier 2 grants him mini GS mastery.

So, if you give him a GS, he's already at 120% ATK which is pretty nutty, he can hit ~300% ATK fairly easily with a massive ATK total due to his TDH passives.


Name Level Description Gil Type T1 T2 T3 T4 T5
Fighting Instinct Base 30% Chance Counter Phys/Mag Damage - - - - - - -
Fighting Instinct 1 35% Chance Counter Phys/Mag Damage 2x Counter Damage 250,000 Guard 15 8 5 1 -
Fighting Instinct 2 40% Chance Counter Phys/Mag Damage 3x Counter Damage 250,000 Guard 23 12 8 2 1

This is similar to the stuff that Demon Rain, a potent counter damage tank, has. The problem with giving this passive to Cloud is that procing this is NOT as a reliable since Cloud mostly functions as a finisher not a tank. If you pair him with tanks, then it's really unlikely that Cloud gets a chance to counter...


Name Level Description Gil Type T1 T2 T3 T4 T5
Aggression Base Gain 3 LS per Turn - - - - - - -
Aggression 1 Gain 3 LS per Turn 50% LB Fill Rate 250,000 Tech 15 8 5 1 1
Aggression 2 Gain 3 LS per Turn 50% LB Fill Rate 20% ATK 250,000 Tech 23 12 8 2 1

Tier 1 increases his innate LB fill rate slightly, Tier 2 just adds ATK.

It's clear what this enhancement is trying to improve... his LB spammability. His LB is great in terms of raw damage, it's also a good way to cap long chains like Aureole Ray. The extra ATK is for more firepower.

140% ATK with a GS... So Cloud's also going to be a prime candidate for parameter missions. IfWeEvenGetIt


Name Level Description Gil Type T1 T2 T3 T4 T5
Jenova Cells Base 100% Blind/Paralyze/Confuse/Disease Resist - - - - - - -
Jenova Cells 1 100% Blind/Paralyze/Confuse/Disease/Poison/Sleep Resist 120,000 Green 10 8 3 - -
Jenova Cells 2 100% Blind/Paralyze/Confuse/Disease/Poison/Sleep/Petrify/Silence Resist 30% HP 120,000 Green 15 12 5 1 -

Tier 1 adds Poison/Sleep immunity, Tier 2 adds Petrify/Silence immunity with a great HP boost.

Basically a Ribbon and some HP on a finisher unit. It basically allows you to equip him for more offensive gear even against trials where status ailments are everywhere.


Name Level Description Gil Type T1 T2 T3 T4 T5
Climhazzard Base 275% ST 1 Hit Physical Attack Ignore 50% DEF - - - - - - -
Climhazzard 1 315% ST 1 Hit Physical Attack Ignore 50% DEF 1M Power 20 15 10 4 2
Climhazzard 2 375% ST 1 Hit Physical Attack Ignore 50% DEF 1M Power 30 23 15 8 2

Both tiers increase the modifier. That's it.

This is Cloud's ST finisher, Finishing Touch is his AoE finisher. There's nothing much to say since it's so bland of an improvement. If you want Cloud in your party to wreck things, then go for it.


Summary:

Cloud gets a lot of GL love here, sure he still functions as a finisher, but his ATK has been upped and he has innate ribbon via Jenova Cells, plus Climhazzard's modifiers are higher than JPs.

Ultimately, if you're not going to use him in your party, he still stands one of the easiest candidates to hit the 2nd tier for ATK parameter mission. IfWeEvenGetIt

Jenova Cells, SOLDIER 1st Class, Aggression, and Climhazzard are his priorities.


Ang

Rarity: 5★ to 6★

Enhancements:

Name Level Description Gil Type T1 T2 T3 T4 T5
Heart of the Hunter Base 20% ATK 30% HP/MP 100% Poison/Blind/Petrify Resist - - - - - - -
Heart of the Hunter 1 30% HP/MP/ATK 100% Poison/Blind/Petrify/Paralysis Resist 250,000 Support 15 8 5 1 -
Heart of the Hunter 2 40% ATK 30% HP/MP 100% Poison/Blind/Petrify/Paralysis/Confuse Resist 25% Phys Damage vs Dragon/Avian 250,000 Support 23 12 8 2 1

Tier 1 slightly boosts ATK and adds Paralysis immunity, Tier 2 adds more ATK and a mini dragon/bird killer.

Considering that his TMR also adds Dragon/Bird Killer and he has innate 25% Dragon/Bird Killer, he's sitting at 100% Dragon/Bird killer. The new status immunities means Ang can get away with not equipping ailment immunity materia or equipment with minor drawbacks.


Name Level Description Gil Type T1 T2 T3 T4 T5
Master Archer Base 30% ATK/DEF/MAG/SPR w/ Bow - - - - - - -
Master Archer 1 50% ATK 40% DEF/MAG/SPR w/ Bow 500,000 Tech 15 10 8 2 -
Master Archer 2 100% ATK 50% DEF/MAG/SPR w/ Bow 500,000 Tech 23 15 12 4 1

Both tiers massively boost ATK while slightly boosting DEF/MAG/SPR.

70% ATK boost for holding a bow is pretty nutty by itself. He sits at 130% ATK when all of his passives proc, so it's definitely worth it.


Name Level Description Gil Type T1 T2 T3 T4 T5
Penetrating Shot Base 70% Selected Target 1 Hit Physical Attack Selected Target 3 Turn -45% DEF/SPR Debuff Grants access to Swift Shot for 1 turn (Select 3 targets) - - - - - - -
Penetrating Shot 1 100% Selected Target 1 Hit Physical Attack Selected Target 3 Turn -50% DEF/SPR Debuff Grants access to Swift Shot for 1 turn (Select 3 targets) 500,000 Black 20 15 10 4 1
Penetrating Shot 2 100% Selected Target 1 Hit Physical Attack Ignore 50% DEF Selected Target 3 Turn -60% DEF/SPR Debuff Grants access to Swift Shot for 1 turn (Select 3 targets) 500,000 Black 30 23 15 8 2
Name Description
Swift Shot 200% Selected Target 1 Hit Physical Attack (Select 3 targets)

The shots share a review, head to the ashes and watch the review rise out of it.


Name Level Description Gil Type T1 T2 T3 T4 T5
Ash Shot Base 70% Selected Target 1 Hit Physical Attack Selected Target 3 Turn -50% Fire Resist Grants access to Swift Shot for 1 turn (Select 3 targets) - - - - - - -
Ash Shot 1 100% Selected Target 1 Hit Physical Attack Selected Target 3 Turn -65% Fire Resist Grants access to Swift Shot for 1 turn (Select 3 targets) 500,000 Power 20 15 10 4 1
Ash Shot 2 100% Selected Target 1 Hit Physical Attack Ignore 50% DEF Selected Target 3 Turn -75% Fire Resist Grants access to Swift Shot for 1 turn (Select 3 targets) 500,000 Power 30 23 15 8 2
Name Description
Swift Shot 200% Selected Target 1 Hit Physical Attack (Select 3 targets)

Tier 1 increases the modifier and increases the debuff potency. Tier 2 doubles the modifier and further increases the debuff mods.

These shots function as setup abilities for his LB which is one-hit, deals physical damage, and is fixed fire. So the enhancements just made his LB even more potent. Plain and simple.


Summary:

Ang's enhancements look pretty solid although it's really hard to judge how good it plays out once his 7★ released. Still, he gets massive ATK modifiers and his setup abilities are really great in setting up his LB, so I think it'll be pretty hard for Gumi to mess up Ang.

Master Archer, Heart of the Hunter, and Ash Shot are his priorities. Penetrating Shot isn't needed if you already have someone like Auron and Loren in your party, otherwise, go that too.


Chow

Rarity: 5★ to 6★

Enhancements:

Name Level Description Gil Type T1 T2 T3 T4 T5
Twin Discipline Base 20% HP 30% DEF w/ Robe 30% SPR w/ Heavy Armor - - - - - - -
Twin Discipline 1 20% HP 30% DEF/SPR w/ Robe/Clothes/Light Armor/Heavy Armor 375,000 Guard 15 8 5 1 1
Twin Discipline 2 30% HP **60% SPR w/ Robe/Clothes 30% DEF w/ Robe/Clothes 60% DEF w/ Light Armor/Heavy Armor 30% SPR w/ Light Armor/Heavy Armor 375,000 Guard 23 12 8 2 1

Tier 1 adds Clothes and Light Armor to the stat bonuses increase the DEF/SPR. Tier 2 ups that even further but the DEF or SPR passive is stronger depending on which armor you put on him. Also some HP.

Adding passives to Clothes and Light Armor massively increases Chow's flexibility without sacrificing stats, which was one of his problems if your equipment selection was pretty limited.


Name Level Description Gil Type T1 T2 T3 T4 T5
Spiritual Core Base 30% SPR 100% SPR after HP drops below 30% - - - - - - -
Spiritual Core 1 40% SPR 120% SPR after HP drops below 50% 120,000 Guard 10 8 3 1 -
Spiritual Core 2 50% SPR 150% SPR after HP drops below 60% 120,000 Guard 15 12 5 2 -

Both tiers increase the SPR, crisis SPR buff, and the HP threshold trigger.

Simply put, once he hits below 60% HP, Chow would be really difficult to kill using magic damage.


Name Level Description Gil Type T1 T2 T3 T4 T5
Strong Encouragement Base 3 Turn AoE 60% ATK/DEF AoE 3 Turn 100% Stop Debuff Resist - - - - - - -
Strong Encouragement 1 3 Turn AoE 80% ATK/DEF AoE 3 Turn 100% Stop Debuff Resist 250,000 Support 15 8 5 2 -
Strong Encouragement 2 4 Turn AoE 100% ATK/DEF AoE 4 Turn 100% Stop Debuff Resist 250,000 Support 23 12 8 4 1

Strong Encouragement and Improved Focus share a review, Focus on the review below Improved Focus.


Name Level Description Gil Type T1 T2 T3 T4 T5
Improved Focus Base 3 Turn AoE 60% MAG/SPR AoE 3 Turn 100% Charm Debuff Resist - - - - - - -
Improved Focus 1 3 Turn AoE 80% MAG/SPR AoE 3 Turn 100% Charm Debuff Resist 250,000 Support 15 8 5 2 -
Improved Focus 2 4 Turn AoE 100% MAG/SPR AoE 4 Turn 100% Charm Debuff Resist 250,000 Support 23 12 8 4 1

Tier 1 increases the stat boost, Tier 2 further increases the stat boost and increases the buff duration.

What made Chow so great of a support was that he innately provided Charm and Stop immunity buffs. The improvements to the stat buffs is an added bonus since they're pretty potent. The duration increase allows a more flexible rotation if you need Charm and Stop immunity in a single fight.


Summary:

Chow gets fairly solid enhancements. He gains a lot of bulk and support capabilities have improved.

What's somewhat worrying is that his AoE magic cover wasn't enhanced. Basch and Awakened Rain got their covers improved in JP and what it does is grant self SPR and SPR break immunity, which almost ignores the need for any follow up buffs once they get dispelled or KO'd. Chow doesn't get that luxury but it's hard to say since his 7★ hasn't been released yet.

Twin Discipline, Spiritual Core, Strong Encouragement and Improved Focus are his priorities.


Verun

Rarity: 4★ to 6★

Enhancements:

Name Level Description Gil Type T1 T2 T3 T4 T5
Young Master Base 20% DEF/MP - - - - - - -
Young Master 1 30% DEF/MP 250,000 Guard 15 8 5 1 -
Young Master 2 40% DEF/MP 20% HP 250,000 Guard 23 12 8 2 1

Verun is primarily a support unit, so some bulk and MP would help him.


Name Level Description Gil Type T1 T2 T3 T4 T5
Start of Work Base Grants access to Anti-Mech Smith, Brute Smith, Exorcist Smith, Stone Break Smith for 3 turns - - - - - - -
Start of Work 1 Grants access to Anti-Mech Smith 1, Brute Smith 1, Exorcist Smith 1, Stone Break Smith 1 for 3 turns 60,000 Tech 10 5 1 - -
Start of Work 2 Grants access to Anti-Mech Smith 2, Brute Smith 2, Exorcist Smith 2, Stone Break Smith 2 for 5 turns 60,000 Tech 15 8 2 1 -
Name Description
Anti-Mech Smith 3 Turn ST 50% Physical Damage vs Machine
Brute Smith 3 Turn ST 50% Physical Damage vs Beast
Exorcist Smith 3 Turn ST 50% Physical Damage vs Spirit
Stone Break Smith 3 Turn ST 50% Physical Damage vs Stone
Anti-Mech Smith 1 3 Turn ST 50% Physical Damage vs Machine ST 3 Turn 50% ATK
Brute Smith 1 3 Turn ST 50% Physical Damage vs Beast ST 3 Turn 50% ATK
Exorcist Smith 1 3 Turn ST 50% Physical Damage vs Spirit ST 3 Turn 50% ATK
Stone Break Smith 1 3 Turn ST 50% Physical Damage vs Stone ST 3 Turn 50% ATK
Anti-Mech Smith 2 5 Turn ST 50% Physical Damage vs Machine ST 5 Turn 100% ATK
Brute Smith 2 5 Turn ST 50% Physical Damage vs Beast ST 5 Turn 100% ATK
Exorcist Smith 2 5 Turn ST 50% Physical Damage vs Spirit ST 5 Turn 100% ATK
Stone Break Smith 2 5 Turn ST 50% Physical Damage vs Stone ST 5 Turn 100% ATK

Basically, Tier 1 adds an ATK buff on Smith abilities, Tier 2 increases the access duration, buff duration to 5 turns while increasing the ATK buff..

This is pretty meh, Killer buffers are niche at best and even if you can use their niche, they don't really add much. It just provides a damage buff against certain enemy types but it's kinda irrelevant compared to breaks and meta stat buffs. And in Verun's case, it requires a setup turn.


Name Level Description Gil Type T1 T2 T3 T4 T5
Inherited Soul Base ST 3 Turn -45% ATK Debuff AoE 3 Turn 60% DEF - - - - - - -
Inherited Soul 1 ST 3 Turn -50% ATK Debuff AoE 3 Turn 80% DEF 375,000 Green 15 10 8 2 -
Inherited Soul 2 ST 5 Turn -50% ATK Debuff AoE 5 Turn 100% DEF 375,000 Green 23 15 12 4 1

Tier 1 improves the ATK break and the DEF buff slightly, Tier 2 greatly increases the turn duration plus increasing the DEF again.

Verun can only cover ATK/DEF breaks and the standalone DEF buffs are nothing TBH.

Tim and Mim can cover all stat breaks at -50% or all of them in 1 turn through their max LB (which has a higher potency). Soleil can reach 120% DEF/SPR when she gets her rotation going, so Verun falls short.


Summary:

Back to the bellows or mixer with you. I don't recommend that you enhance Verun...


Yan

Rarity: 4★ to 6★

Enhancements:

Name Level Description Gil Type T1 T2 T3 T4 T5
Spiritual Virtue Base 50% SPR w/ Light Shield 20% All Element Resist - - - - - - -
Spiritual Virtue 1 50% SPR w/ Light Shield 30% DEF w/ Light Shield 20% All Element Resist 250,000 Green 15 8 5 1 -
Spiritual Virtue 2 50% SPR w/ Light Shield 30% DEF/HP/MP w/ Light Shield 30% All Element Resist 250,000 Green 23 12 8 2 1

Tier 1 adds a DEF boost with a Light Shield equipped. Tier 2 also adds HP/MP with a Light Shield and slightly boosts all element resistance.

The funny thing about Yan is that she can only equip Light Shields on her weapon slots. The increase in element resistance is great too since her LB also grants all element resist, she'll sit at 94% at max.


Name Level Description Gil Type T1 T2 T3 T4 T5
Chi - Kindness Rain Base AoE 2000 HP Recovery - - - - - - -
Chi - Kindness Rain 1 AoE 3000 HP Recovery 250,000 Healing 15 8 5 1 -
Chi - Kindness Rain 2 AoE 4000 HP Recovery 250,000 Healing 23 12 8 2 1

Both tiers simply increase the flat recovery.

Since Yan can use her W-Chi on this, she can heal a total of 8000 HP per turn. Which is strong enough to heal up most unit's HP that isn't a 7★ tank. So she's totally viable as a budget healer against current content now.


Name Level Description Gil Type T1 T2 T3 T4 T5
Chi - Gentle Winds Base AoE except Self 20 MP Recovery - - - - - - -
Chi - Gentle Winds 1 AoE except Self 30 MP Recovery 250,000 Healing 15 8 5 1 -
Chi - Gentle Winds 2 AoE except Self 40 MP Recovery 250,000 Healing 23 12 8 2 1

Both tiers simply increase the flat MP recovery.

Gentle Winds consume 32 MP and since it doesn't affect herself, she'll be burning through her MP while charging others even with her 5% Auto-Refresh. Still, it's pretty good W-Chi can proc on it and it's as potent as CG Nichol's MP battery (except that it also affects himself too).


Name Level Description Gil Type T1 T2 T3 T4 T5
Chi - Golden Pearl Tenacity Base 3 Turn AoE 100% LB Fill Rate - - - - - - -
Chi - Golden Pearl Tenacity 1 3 Turn AoE 150% LB Fill Rate 120,000 Support 10 8 3 - -
Chi - Golden Pearl Tenacity 2 3 Turn AoE 200% LB Fill Rate 120,000 Support 15 12 5 2 -

Both tiers improve the LB fill buff.

GPT is now as potent as Rikku Pouch Eccentrick, so it allows for some great LB spam if you have a team built for it. Yan is also suited for LB spam teams since her LB also has AoE Reraise attached, which is great for defense in general.


Summary:

For a 4★ base, Yan gets solid improvements to her healing and support roles.

Her bulk is still pretty questionable considering how limited her equipment selection is, but she provides a lot to the team if you manage to keep her alive. AoE Reraise, All Element Resist, Break Resist, Mitigation, etc.

Spiritual Virtue, Golden Pearl Tenacity, Kindness Rain, and Gentle Winds are her priorities.


Miyuki

Rarity: 3★ to 6★

Enhancements:

Name Level Description Gil Type T1 T2 T3 T4 T5
Call of the Darkness Base 20% ATK/MAG - - - - - - -
Call of the Darkness 1 20% ATK/MAG 60% ATK w/ Katana 30% MAG w/ Throwing 250,000 Tech 15 8 5 1 -
Call of the Darkness 2 20% ATK/MAG 60% ATK w/ Katana 30% ATK/MAG w/ Throwing 60% MAG w/ Dagger 250,000 Tech 23 12 8 2 1

DARKNESS WITHIN DARKNESS- wait, wrong game.

Tier 1 grants her a slightly stronger Katana Mastery and mini MAG Throwing Mastery, Tier 2 also adds mini Throwing Mastery and MAG Dagger Mastery... (Can we have this kind of busted enhancement on every single 3★/4★ base? ...No?)

Miyuki is a physical damage unit so procing katana and throwing masteries are beneficial. Miyuki can DW Daggers, Throwing, and Katanas so there's literally no reason not to proc these.


Name Level Description Gil Type T1 T2 T3 T4 T5
Thundersplit Blade Base 360% ST 6 Hit Thunder Physical Attack - - - - - - -
Thundersplit Blade 1 400% ST 6 Hit Thunder Physical Attack 375,000 Power 15 10 8 2 1
Thundersplit Blade 2 450% ST 6 Hit Thunder Physical Attack 375,000 Power 23 15 12 4 1

Both Tiers improve the modifiers.

Sadly, this chains with nobody aside from a copy. Bland improvement so there's nothing much to say.


Name Level Description Gil Type T1 T2 T3 T4 T5
Kunai Rain Base 180% AoE 6 Hit Physical Attack AoE 3 Turn -50% Thunder Resist - - - - - - -
Kunai Rain 1 200% AoE 6 Hit Physical Attack AoE 3 Turn -50% Thunder Resist Green 120,000 10 8 3 - -
Kunai Rain 2 230% AoE 6 Hit Physical Attack AoE 3 Turn -60% Thunder Resist Green 120,000 15 12 5 1 -

Both Tiers improve modifiers, Tier 2 also increases the Thunder Imperil slightly.

It doesn't chain with Thundersplit Blade but it does have a chaining partner.

It's Elly, from the Xenogears collab. For whatever reason, Elly's Breakthrough chains with this. But this really scrapping the bottom of the barrel.

It mostly functions as a setup turn for her Thundersplit Blade since it's fixed Thunder. Just like Thundersplit Blade, her damage is really lackluster...


Summary:

Into the shadows, darkness, mixer, with you. Miyuki doesn't have a whole lot saving her from becoming mixer fodder.


Yuri

Rarity: 3★ to 6★

Enhancements:

Name Level Description Gil Type T1 T2 T3 T4 T5
Future Bearer Base 20% HP 100% Blind Resist - - - - - - -
Future Bearer 1 20% HP/MP 100% Blind Resist 250,000 Healing 15 8 5 1 -
Future Bearer 2 20% HP/MP 100% Blind Resist 50% Phys/Mag Damage vs Plant/Bug 250,000 Healing 23 12 8 2 1

Tier 1 increases her MP, Tier 2 adds Plant/Bug Killer.

So, her future is hating nature? Okay, then...

Regardless, it's still pretty solid boosts.


Name Level Description Gil Type T1 T2 T3 T4 T5
Earthsplit Evasion 2 Base 425% AoE 8 Hit Earth Hybrid Attack - - - - - - -
Earthsplit Evasion 2 1 550% AoE 8 Hit Earth Hybrid Attack 375,000 Black 15 10 8 2 1
Earthsplit Evasion 2 2 700% AoE 8 Hit Earth Hybrid Attack 375,000 Black 23 15 12 4 1

Both Tiers improve modifiers, Tier 2 also changes frames.

Initially, she could only chain with Wadow with his EE2, at Tier 2 it gets Quake frames. Wadow will also get the same deal when he gets his enhancements.

It still follows the usual physical attack mechanics, she needs DW for her to 'DC' her Quake. You can't spark chain Quake frames, same case here.


Name Level Description Gil Type T1 T2 T3 T4 T5
Whirlwind Evasion 2 Base 400% AoE 8 Hit Wind Hybrid Attack - - - - - - -
Whirlwind Evasion 2 1 550% AoE 8 Hit Wind Hybrid Attack 375,000 Black 15 10 8 2 1
Whirlwind Evasion 2 2 700% AoE 12 Hit Wind Hybrid Attack 375,000 Black 23 15 12 4 1

Both Tiers improve modifiers, Tier 2 ups the hit count and frames.

Similar to Earthsplit Evasion 2 2, Whirlwind Evasion 2 has Tornado frames. So Yuri's kinda like a mini Malphasie.

It still follows physical attack mechanics like EE2, but you can spark chain Whirlwind Evasion with no issue.


Summary:

Yuri ends up being a budget tornado/quake chainer, which is pretty solid for a 3★ base. The minor drawback to those abilities is that it lacks any sort of imperil, Yuri doesn't have imperils innately either. It's still easily covered by the massive amount of partners she has, and it's likely that they have the imperils she needs.

All her abilities are priorities, Future Bearer goes first before her Evasions.

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