Sorry, I'm late, after a certain vegetable threatened to call /u/Raiko40 for an enhancement review, I was forced to finish this up against my will /s. But if you want a honest answer, I've been busy with a lot of personal commitments lately. (Good thing, I threw the IW#10 out early, right?)
Changelog:
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Aranea Aranea
Rarity: 5★ to 7★
Enhancements:
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Miss Mercenary | Base | 20% HP/MP Increase Jump Damage 50% | - | - | - | - | - | - | - |
Miss Mercenary | 1 | 20% HP/MP Increase Jump Damage 50% 30% ATK | 500,000 | Tech | 15 | 10 | 8 | 2 | 1 |
Miss Mercenary | 2 | 20% HP/MP Increase Jump Damage 100% 30% ATK | 500,000 | Tech | 23 | 15 | 12 | 4 | 1 |
Tier 1 boosts ATK, Tier 2 increases Jump damage.
Boosts in areas where it really works for Aranea, she's a Dragoon, so Jump damage and ATK boosts are much appreciated.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Polearm Arts | Base | 100% Equipped ATK when 2-Handing (TDH) | - | - | - | - | - | - | - |
Polearm Arts | 1 | 100% Equipped ATK when 2-Handing (TDH) 30% ATK w/ Spear | 1M | Tech | 20 | 15 | 10 | 4 | 2 |
Polearm Arts | 2 | 150% Equipped ATK when 2-Handing (TDH) 30% ATK w/ Spear 50% LB Damage | 1M | Tech | 30 | 23 | 15 | 8 | 2 |
Tier 1 adds mini Spear mastery, Tier 2 ups the TDH and LB damage passives.
Same deal with her Miss Mercenary with the ATK and TDH boosts, surprisingly she's sitting at 200% innate TDH.
For the LB damage boost is also notable considering her LB is great for finishing, although Jump boosts don't affect it in any way.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Soulless Hammer | Base | 75% Phys Damage vs Demon/Machine/Undead | - | - | - | - | - | - | - |
Soulless Hammer | 1 | 100% Phys Damage vs Demon/Machine/Undead | 375,000 | White | 15 | 10 | 8 | 2 | 1 |
Soulless Hammer | 2 | 125% Phys Damage vs Demon/Machine/Undead | 375,000 | White | 23 | 15 | 12 | 4 | 2 |
Both tiers increase the Demon/Machine/Undead killers.
Niche but Demons and Machines are one of the more common enemy types in the game.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
High Dragoon Dive | Base | 2 Turn Timed Jump 750% ST 1 Hit Physical Attack | - | - | - | - | - | - | - |
High Dragoon Dive | 1 | 2 Turn Timed Jump 850% ST 1 Hit Physical Attack | 1M | Power | 20 | 15 | 10 | 4 | 2 |
High Dragoon Dive | 2 | 1 Turn Timed Jump 1000% ST 1 Hit Physical Attack, 9 MP Cost | 1M | Power | 30 | 23 | 15 | 8 | 2 |
Tier 1 increases the mod, Tier 2 decreases the jump duration, increases the mod, and increases the MP cost from 64 to 75.
It puts it in the same level as Cid's second best jump abilities. Although, unlike Cid, Aranea can use this in the first turn instead on requiring a setup ability for a similar effect.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Aerial Supremacy | Base | (Available Turn 1) 5 Turn Cooldown: Self 4 Turn 200% ATK Self Fill 15 LS |
- | - | - | - | - | - | - |
Aerial Supremacy | 1 | (Available Turn 1) 5 Turn Cooldown: Self 4 Turn 200% ATK Self Fill 15 LS Self 4 Turn 100% ATK Debuff Resist |
500,000 | Support | 15 | 10 | 8 | 2 | - |
Aerial Supremacy | 2 | (Available Turn 1) 5 Turn Cooldown: Self 5 Turn 200% ATK Self Fill 15 LS Self 5 Turn 100% ATK Debuff Resist Self (Undispellable) 5 Turn 200% Mod to Air Innovation, Air Recovery, Dragoon Dive, High Dragoon Dive, High Dragoon Dive 1, High Dragoon Dive 2, Swooping Blow |
500,000 | Support | 23 | 15 | 12 | 4 | 1 |
Tier 1 adds self ATK break immunity, Tier 2 increases the turn duration to the buffs and increases the mods to her jump abilities.
With this, Aranea functions almost similar to how Cid functions as a Dragoon finisher. Obviously, this still doesn't outdamage Cid's Spineshatter but the mods is between his best and second best jump abilities. With the massive self ATK boost and ATK break immunity, you should use this whenever it's available.
Summary:
Aranea is basically a slightly weaker Cid, although it doesn't change the fact that her damage is going to be massive with the right setup and equipment.
Her priorities are her Miss Mercenary, Polearm Arts, High Dragoon Dive, and Aerial Supremacy. Soulless Hammer is optional.
Prompto Prompto
Rarity: 5★ to 7★
Enhancements:
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Gun Mastery | Base | 50% ATK w/ Gun | - | - | - | - | - | - | - |
Gun Mastery | 1 | 75% ATK w/ Gun | 250,000 | Tech | 15 | 8 | 5 | 1 | - |
Gun Mastery | 2 | 120% ATK w/ Gun 30% DEF w/ Gun | 250,000 | Tech | 23 | 12 | 8 | 2 | 1 |
Both tiers increase the Gun Mastery, Tier 2 also increases DEF with a Gun.
Prompto can also function as a physical chainer with Octaslash, so this definitely helps.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Drillbreaker | Base | 200% ST 1 Hit Physical Attack Ignore 50% DEF ST 3 Turn -45% DEF Debuff | - | - | - | - | - | - | - |
Drillbreaker | 1 | 250% ST 1 Hit Physical Attack Ignore 50% DEF ST 3 Turn -45% DEF Debuff | 500,000 | Power | 15 | 10 | 8 | 2 | - |
Drillbreaker | 2 | 300% ST 1 Hit Physical Attack Ignore 50% DEF ST 3 Turn -70% DEF Debuff | 500,000 | Power | 23 | 15 | 12 | 4 | 1 |
Tier 1 increases mods, Tier 2 increases mods and massively increases the DEF break.
Holy hell, that DEF break is as good as the meta breakers provide. The obvious problem is that it doesn't do SPR break, so it's not recommended that you pair Prompto with Magic Damage dealers, unless the target is immune to SPR breaks.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Gravity Well | Base | 360% ST 1 Hit Physical Attack ST 3 Turn -60% Thunder Resist ST 80% Paralyze | - | - | - | - | - | - | - |
Gravity Well | 1 | 420% ST 1 Hit Physical Attack ST 3 Turn -60% Thunder Resist ST 80% Paralyze Self 3 Turn Thunder Imbue | 500,000 | Green | 20 | 15 | 10 | 4 | 1 |
Gravity Well | 2 | 500% ST 1 Hit Physical Attack ST 5 Turn -75% Thunder Resist ST 80% Paralyze Self 5 Turn Thunder Imbue | 500,000 | Green | 30 | 23 | 15 | 8 | 2 |
Tier 1 increases mods and adds a self Thunder imbue, Tier 2 increases mods, ups the Thunder imperil, and increases the turn duration.
This is a massive setup for a chainer since it imbues and imperils, it's really effective when running a TDH build with an elementless 2-H weapon like CG Jake's STMR.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Starshell | Base | AoE 3 Turn -50% ATK/MAG Debuff 1 Turn 50% Chance to be Targeted | - | - | - | - | - | - | - |
Starshell | 1 | AoE 3 Turn -55% ATK/MAG Debuff 1 Turn 50% Chance to be Targeted | 250,000 | Support | 15 | 8 | 5 | 1 | - |
Starshell | 2 | AoE 3 Turn -65% ATK/MAG Debuff 1 Turn 50% Chance to be Targeted | 250,000 | Support | 23 | 12 | 8 | 2 | 1 |
Both tiers increase the ATK/MAG breaks.
It's not as strong as what Loren/Auron's CD abilities provide, but the gap isn't that large, and it's constantly available. With W Machinery, he's can throw a -70% DEF and -65% ATK/MAG breaks in one turn, that's constantly available.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Circular Saw | Base | [Octaslash Frames] 225% ST 8 Hit Physical Attack Ignore 50% DEF |
- | - | - | - | - | - | - |
Circular Saw | 1 | [Octaslash Frames] 340% ST 8 Hit Physical Attack Ignore 50% DEF, 10 MP Cost |
1M | Power | 20 | 15 | 10 | 4 | 2 |
Circular Saw | 2 | [Octaslash Frames] 500% ST 8 Hit Physical Attack Ignore 50% DEF, 20 MP Cost |
1M | Power | 30 | 23 | 15 | 8 | 2 |
Both tiers increase the mods, Tier 1 increases the MP cost from 45 to 55, Tier 2 also increases the MP cost from 55 to 75.
Hello, 1k modifier Octaslash. Octaslash had been one of GL's favorite chaining families since a ton of GL units got Octaslash frames, so his options for chaining partners are fairly wide. The massive downside is that MP cost, Prompto has 0 innate Auto-Refresh and his MP isn't exactly massive, so MP support is needed.
Summary:
Prompto fulfills the same role as Auron/Loren, which is a chainer/breaker. Still, Prompto isn't perfect, he lacks SPR breaks and Octaslash isn't as common as AT frames (though his Circular Saw is strong tho, he's actually the strongest user in that family actually...)
Starshell and Drillbreaker are the priorities for breaking. Gun Mastery, Circular Saw, and Gravity Well are the priorities for chaining.
Yuna Yuna
Rarity: 5★ to 7★
Enhancements:
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Moon Crest | Base | 20% All Elements Resist 100% Mag Damage vs Undead | - | - | - | - | - | - | - |
Moon Crest | 1 | 20% All Elements Resist 100% Mag Damage vs Undead 10% HP/SPR Increase Summon Damage 10% | 500,000 | Healing | 15 | 10 | 8 | 2 | 1 |
Moon Crest | 2 | 30% All Elements Resist 100% Mag Damage vs Undead 30% HP/SPR Increase Summon Damage 30% | 500,000 | Healing | 23 | 15 | 12 | 4 | 2 |
Both tiers increases HP/SPR/Evo Mag. Tier 2 also increases element resist.
Great bulk and great summon damage, which is great for Leviathan/Bahamut finishing or her Energy Ray/Blast.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Unbroken Promise | Base | 30% MAG/SPR Increase Summon Damage 30% 50% Mod to Energy Blast/Energy Ray, (Mod increased to 150% after Heart of the Fayth was used) | - | - | - | - | - | - | - |
Unbroken Promise | 1 | 30% MAG/SPR Increase Summon Damage 30% 300% Mod to Energy Blast/Energy Ray, (Mod increased to 550% after Heart of the Fayth was used) | 375,000 | Tech | 15 | 8 | 5 | 1 | - |
Unbroken Promise | 2 | 30% MAG/SPR Increase Summon Damage 30% 600% Mod to Energy Blast/Energy Ray, (Mod increased to *1050% after Heart of the Fayth was used) 50% LB Fill Rate | 375,000 | Tech | 23 | 12 | 8 | 2 | 1 |
Both tiers massively increase the mods on Energy Ray/Blast, while Tier 2 increases LB fill rate.
I think massively is an understatement, the mod increases on her Energy Ray/Blast is ridiculous. It scales with EVO MAG and Yuna has a lot of it, so it's great for consistent finishing unlike relying on Bahamut.
The LB Fill rate is great for Yuna since her LB is great for her healing role.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Prayer to the Aeons | Base | Fill Summon Gauge 2-4 ES Self 3 Turn 100% MAG/SPR | - | - | - | - | - | - | - |
Prayer to the Aeons | 1 | Fill Summon Gauge 2-5 ES Self 4 Turn 100% MAG/SPR | 15 | 10 | 8 | 2 | 1 | ||
Prayer to the Aeons | 2 | Fill Summon Gauge 3-6 ES Self 5 Turn 120% MAG/SPR | 500,000 | Support | 23 | 15 | 12 | 4 | 1 |
Tier 1 increases the Esper Gauge fill and ups the duration of the self buffs, Tier 2 does the same while also increasing the self buffs.
It's great for setting up her Energy Ray/Blast since those also consume the Esper Gauge, as well as using Leviathan/Bahamut finishing since Yuna has a lot of Evocation Damage. The self buffs is also great for her healing and magic bulk.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Guardian Bonds | Base | (Available Turn 1) 4 Turn Cooldown: AoE 3 Turns 3000 HP Barrier |
- | - | - | - | - | - | - |
Guardian Bonds | 1 | (Available Turn 1) 4 Turn Cooldown: AoE 3 Turns 3000 HP Barrier AoE except Self 50 MP Recovery, 12 MP Cost |
1M | Green | 20 | 15 | 10 | 4 | 2 |
Guardian Bonds | 2 | (Available Turn 1) 4 Turn Cooldown: AoE 3 Turns 3000 HP Barrier AoE except Self 50 MP Recovery AoE 3 Turns 100% ATK/DEF/MAG/SPR Debuff Resist |
1M | Green | 30 | 23 | 15 | 8 | 2 |
Tier 1 restores MP to the party, except herself, it also increases the MP cost from 108 to 120. Tier 2 also adds break immunity to everyone in the party.
I think the biggest change here is that it's realistically usable now. It now restores some MP while granting break immunity on top of the barrier. Which is great considering she has Green Magic, generic healing, and summon damage.
Summary:
Yuna gets nice changes catering to both her healing role and summoner role, she gets some nice bulk, more EVO MAG, and better utility.
Both Moon Crest, Unbroken Promise, and Prayer to the Aeons for Summoning. Moon Crest, Prayer to the Aeons, and Guardian Bonds for her healing. And those are her priorities for these roles.
Lulu Lulu
Rarity: 5★ to 7★
Enhancements:
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Magical Mog | Base | 40% MAG w/ Rod | - | - | - | - | - | - | - |
Magical Mog | 1 | 60% MAG w/ Rod | 250,000 | Black | 15 | 8 | 5 | 1 | - |
Magical Mog | 2 | 100% MAG w/ Rod | 250,000 | Black | 23 | 12 | 8 | 2 | 1 |
Both tiers boost MAG with a Rod.
Generic boosts from a 7★, not much to say. Her TMR is a Rod so there's literally no reason not to proc this.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Venus Crest | Base | 30% MAG 30% Fire Resist | - | - | - | - | - | - | - |
Venus Crest | 1 | 40% MAG 40% Fire Resist | 250,000 | Green | 15 | 8 | 5 | 1 | - |
Venus Crest | 2 | 60% MAG 60% Fire Resist | 250,000 | Green | 23 | 12 | 8 | 2 | 1 |
Both tiers boost MAG and Fire Resist.
Same thing with the Magical Mog, more generic boosts with some Fire resist attached.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Standby - Water | Base | 20% Chance Counter Phys/Magic Damage w/ 3 Turn ST -100% Water Imperil | - | - | - | - | - | - | - |
Standby - Water | 1 | 30% Chance Counter Phys/Magic Damage w/ 3 Turn ST -100% Water Imperil | 250,000 | Guard | 15 | 8 | 5 | 1 | - |
Standby - Water | 2 | 40% Chance Counter Phys/Magic Damage w/ 5 Turn ST -100% Water Imperil | 250,000 | Guard | 23 | 12 | 8 | 2 | - |
Both tiers boost the counter rate, Tier 2 increases the Imperil duration.
Niche because you don't want your mage to get hit, but recent trials often involve AoE physical and magic so it's likely that she'll proc this in some way.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Flare Fury | Base | (Available Turn 1) 5 Turn Cooldown: 1000% ST 3 Hit Fire Magic Attack Ignore -25% SPR Self Fill 8 LS ST 3 Turn -100% Water Resist |
- | - | - | - | - | - | - |
Flare Fury | 1 | (Available Turn 1) 5 Turn Cooldown: 1200% ST 3 Hit Fire Magic Attack Ignore -25% SPR Self Fill 8 LS ST 4 Turn -100% Water Resist |
500,000 | Support | 15 | 10 | 8 | 2 | 1 |
Flare Fury | 2 | (Available Turn 1) 5 Turn Cooldown: 1500% ST 3 Hit Fire Magic Attack Ignore -25% SPR Self Fill 8 LS ST 4 Turn -120% Water Resist Grant access to Triple Black Magic for 3 turns |
500,000 | Support | 23 | 15 | 12 | 4 | 2 |
Both tiers boost mods, Tier 1 also increases the imperil duration, Tier 2 increases the imperil and grants access to T-BM for 3 turns.
It's mostly intended as a setup ability for her Flood and Raging Water, both of which will combo well with it due to the imperil. Since this has 3 hits, it's not great for finishing, plus she needs an external fire imperil if you want to boost this ability's damage.
Summary:
Lulu's the first 7★ in awhile that actually got pretty awful enhancements, she gets a ton of MAG but nothing that really makes her viable to use it on. Flood isn't strong by itself or in general, ton of partners though. Raging Water is alright for finishing but takes way too long to get to max stacks even with Triple cast. All of that is pretty niche.
Anyway, Magical Mog, Venus Crest, Flare Fury, and Flood are her priorities, Standby - Water is optional.
Killian Killian
Rarity: 4★ to 6★
Enhancements:
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
True Doublehand | Base | 50% Equipped ATK when 2-Handing (TDH) | - | - | - | - | - | - | - |
True Doublehand | 1 | 75% Equipped ATK when 2-Handing (TDH) | 500,000 | Power | 15 | 10 | 8 | 2 | 1 |
True Doublehand | 2 | 100% Equipped ATK when 2-Handing (TDH) | 500,000 | Power | 23 | 15 | 12 | 4 | 1 |
Both tiers boost the TDH.
Killian's a finisher, and stacking more TDH is way more effective for that role than DW.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Ignitor | Base | Self 5 Turn 80% ATK Self 5 Turn Add Fire To Attacks Grant access to Transmission For 1 Turn | - | - | - | - | - | - | - |
Ignitor | 1 | Self 5 Turn 100% ATK Self 5 Turn Add Fire To Attacks Grant access to Transmission For 1 Turn | 375,000 | Support | 15 | 10 | 8 | 2 | - |
Ignitor | 2 | Self 5 Turn 120% ATK Self 5 Turn Add Fire To Attacks Grant access to Transmission For 2 Turns | 375,000 | Support | 23 | 15 | 12 | 4 | 1 |
Name | Level |
---|---|
Tranmission | Allows the use of Gear-up 4x in one turn |
Both tiers improve the self ATK buff, Tier 2 also increases the turn duration of Transmission.
Gear-Up is a stacking finisher ability, so Ignitor is a great setup in racking up stacks as quickly as possible while running TDH.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Gear-up | Base | 120% ST 1 Hit Physical Attack 100% Each Use (Max: 420%) | - | - | - | - | - | - | - |
Gear-up | 1 | 145% ST 1 Hit Physical Attack 125% Each Use (Max: 520%) | 250,000 | Power | 15 | 8 | 5 | 1 | - |
Gear-up | 2 | 170% ST 1 Hit Physical Attack 150% Each Use (Max: 620%) | 250,000 | Power | 23 | 12 | 8 | 2 | 1 |
Both tiers improve the base and the stacking modifier.
It caps after 3 uses, so with Transmission, he'll hit max stacks right away.
Summary:
While Killian's enhancements do look good on paper, keep in mind that he's still a finisher, competing against the load of other finishers that exist in this game, Aranea does Killian's job miles better.
But if you really like Killian, then TDH, Ignitor, and then Gear-Up are his priorities.
Ozetta Ozetta
Rarity: 4★ to 6★
Enhancements:
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Faithful Protector | Base | 15% DEF/SPR w/ Heavy Shield/Armor | - | - | - | - | - | - | - |
Faithful Protector | 1 | 25% DEF/SPR w/ Heavy Shield/Armor | 375,000 | White | 15 | 8 | 5 | 1 | - |
Faithful Protector | 2 | 40% DEF/SPR w/ Heavy Shield/Armor 20% HP | 375,000 | White | 23 | 12 | 8 | 2 | 1 |
Both tiers boost the equipment passives, Tier 2 also adds HP.
80% DEF/SPR with Heavy Shield AND Heavy Armor equipped, along with some HP, all of which benefits a tank like Ozetta.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Guard Smite | Base | 140% ST Physical Attack Self 1 Turn 50% Damage Reduction | - | - | - | - | - | - | - |
Guard Smite | 1 | 180% ST Physical Attack Self 1 Turn 50% Damage Reduction | 120,000 | Guard | 10 | 8 | 3 | - | - |
Guard Smite | 2 | 250% ST Physical Attack w/ 100% of DEF as ATK Self 1 Turn 50% Damage Reduction | 120,000 | Guard | 15 | 12 | 5 | 1 | - |
Both tiers improve mods, while Tier 2 now uses her DEF for the damage.
The mods changes nothing about Ozetta's tanking potential and DEF scaling attacks aren't strong as you might think. Realistically, you're better off leaving this alone.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Mime - Impregnable | Base | 3 Turn 70% Chance to be Targeted Self 3 Turn 25% Damage Reduction | - | - | - | - | - | - | - |
Mime - Impregnable | 1 | 3 Turn 70% Chance to be Targeted Self 3 Turn 30% Damage Reduction | 250,000 | Guard | 15 | 8 | 5 | 1 | - |
Mime - Impregnable | 2 | 3 Turn 70% Chance to be Targeted Self 3 Turn 35% Damage Reduction. -6 MP Cost | 250,000 | Guard | 23 | 12 | 8 | 2 | 1 |
Both tiers improve the damage mitigation slightly, Tier 2 also decreases the MP cost from 32 to 24.
Don't worry about the 70% target chance, she has 50% passive target chance, so it's a 100% provoke. 35% damage mitigation isn't bad, but it isn't as strong as what Earth Veritas or Wilhelm could provoke for better tanking.
Summary:
Ozetta gets decent enhancements, she functions as a provoke tank and most of her enhancements improve on that role. Still, in terms of other 4★ bases she competes against Earth Veritas who provides more utility but more restrictive equipment selection.
Faithful Protector and Mime - Impregnable are her priorities.
Silt Shylt
Rarity: 4★ to 6★
Enhancements:
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Spiritual Barrier | Base | 30% SPR Auto-Cast Auto-Regen | - | - | - | - | - | - | - |
Spiritual Barrier | 1 | 40% SPR Auto-Cast Auto-Regen | 250,000 | Support | 15 | 8 | 5 | 1 | - |
Spiritual Barrier | 2 | 60% SPR Auto-Cast Regen (ST 600 HP Heal w/ 1.8x Mod per Turn) | 250,000 | Support | 23 | 12 | 8 | 2 | 1 |
Both tiers improve SPR, while Tier 2 also improves on the self HP recovery a little.
Since Shylt is a magic tank, the SPR boost is a huge deal, the regen helps a little, but it's negligible once you start stacking a ton of HP on him.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Reduction | Base | 3 Turn 15% ST Mag. Damage Reduction | - | - | - | - | - | - | - |
Reduction | 1 | 3 Turn 20% ST Mag. Damage Reduction | 250,000 | Guard | 15 | 8 | 5 | 1 | - |
Reduction | 2 | 3 Turn 30% ST Mag. Damage Reduction ST 3 Turn 120% SPR, 9 MP Cost | 250,000 | Guard | 23 | 12 | 8 | 2 | 1 |
Both tiers improve the Magic Damage mitigation, Tier 2 also adds a SPR buff and increases the MP Cost from 16 to 25.
This works well on Shylt himself while his Triteleia Wall is active to allow him to soak up more magic damage, especially with the SPR buff attached. It also works if you have a provoke tank taking some magic damage hits for the team.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Triteleia Wall | Base | 3 Turn 50% Chance to Defend Allies from Magic (Reduce Damage 50%) | - | - | - | - | - | - | - |
Triteleia Wall | 1 | 3 Turn 60% Chance to Defend Allies from Magic (Reduce Damage 50-60%) | 250,000 | Guard | 15 | 8 | 5 | 1 | - |
Triteleia Wall | 2 | 3 Turn 75% Chance to Defend Allies from Magic (Reduce Damage 50-70%) | 250,000 | Guard | 23 | 12 | 8 | 2 | 1 |
Both tiers boost the proc rate and the magic damage reduction range.
Shylt's highlight ability, it simply reduces the chance of AoE magic damage of hitting your other units while allowing him to soak up more damage.
Summary:
Shylt gets some solid enhancements this round, Triteleia Wall lets him soak up more damage, Spiritual Barrier grants him bulk, and Reduction grants him some utility and some self bulk if you use it on himself.
Spiritual Barrier, Triteleia Wall, and Reduction are his priorities.
Emilia Emilia
Rarity: 4★ to 6★
Enhancements:
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Dagger Technique | Base | 20% ATK/SPR w/ Dagger | - | - | - | - | - | - | - |
Dagger Technique | 1 | 40% ATK/ 30% SPR w/ Dagger | 250,000 | Tech | 15 | 8 | 5 | 1 | - |
Dagger Technique | 2 | 80% ATK/ 50% SPR w/ Dagger | 250,000 | Tech | 23 | 12 | 8 | 2 | 1 |
Both tiers improve the ATK/SPR while wielding a Dagger.
I'm pretty sure, someone going to ask how to get Emilia, and the answer is that you can't. She was a reward unit from completing a stage in CG Jake's SE.
Anyway, Emilia benefits a lot from wielding daggers, her TMR is a slightly weaker Dagger Mastery with some Camouflage.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Into Darkness | Base | Critical Hit 280% ST 1 Hit Dark Physical Attack | - | - | - | - | - | - | - |
Into Darkness | 1 | Critical Hit 300% ST 1 Hit Dark Physical Attack, -7 MP Cost | 500,000 | Black | 15 | 10 | 8 | 2 | - |
Into Darkness | 2 | Critical Hit 340% ST 1 Hit Dark Physical Attack | 500,000 | Black | 23 | 15 | 12 | 4 | 1 |
Both tiers improve the mod, Tier 1 also reduces the MP cost from 45 to 38.
Killian does the finisher job better than Emilia, and then a ton of other units do the finisher job better than those two.
Emilia isn't really built to fulfill this role.
Name | Level | Description | Gil | Type | T1 | T2 | T3 | T4 | T5 |
---|---|---|---|---|---|---|---|---|---|
Funeral Knife | Base | 325% ST 9 Hit Physical Attack | - | - | - | - | - | - | - |
Funeral Knife | 1 | 400% ST 9 Hit Physical Attack | 500,000 | Black | 15 | 10 | 8 | 2 | 1 |
Funeral Knife | 2 | [Octaslash Frames] 500% ST 8 Hit Physical Attack, 9 MP Cost |
500,000 | Black | 23 | 15 | 12 | 4 | 1 |
Both tiers improve modifiers, Tier 2 also changes the frames to Octaslash while increasing the MP Cost from 36 to 45.
GL seriously loves adding more Octaslash users, Emilia's now one of them. In terms of kit, Emilia doesn't provide much to the party, and only functions as a chain builder.
Summary:
Emilia gets good enhancements, mostly because Funeral Knife allows her to chain more consistently unlike her Throwing Fall which has Onion Slice frames but is locked behind her LB and a counter. Overall, those who don't have her aren't going to miss much.
Dagger Technique and Funeral Knife are her priorities.
As for speculations, it's likely that it's Aloha Lasswell and Seaside Nichol, AD Kain and Kid Rydia, then Sephiroth enhancements.
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- 5 years ago
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