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Enhancement Analysis of Awakened Warriors: Batch 28
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I changed up the format to save time on my end, because "Free Time" is starting to become a foreign concept to me and I'm starting to question if I can eat it. If you hate it, then I'll try to move back to the regular formatting... next batch. For now, I'm also starting to wonder if "Sleep" is something you can save for later.

Changelog:

*


Emperor Shera

Rarity: 5★ to 7★

Enhancements:

Name Level Description
Blade Adept Base 30% ATK w/ Sword
Blade Adept 1 50% ATK w/ Sword
Blade Adept 2 50% ATK w/ Sword 25% Phys Damage vs Dragon/Demon/Plant 20% Equipped ATK when Dual Wielding

Tier 1 increases ATK with a Sword. Tier 2 grants mini killers against dragon/demon/plant along with some TDW.

Since he's an attacker, more ATK is always good. As for the TDW, he'll sit on 50% with his 120 passive, which isn't bad.


Name Level Description
Zoldaad Pedigree Base 50% Fire Resist 20% ATK/DEF w/ Light Armor
Zoldaad Pedigree 1 70% Fire Resist 30% ATK/DEF w/ Light Armor
Zoldaad Pedigree 2 70% Fire Resist 30% ATK/DEF w/ Light Armor 20% HP Cast Auto-Regen (ST ~1800 HP Heal w/ 1x Mod per Turn) at the start of battle/revival

Tier 1 adds more Fire resist and some ATK/DEF, Tier 2 grants HP and Auto-Regen .

General bulk boosts, along with a minor ATK boost, so no complaints. The self sustain from the Auto-Regen is still amazing, especially on attackers.


Name Level Description
Flughöhe Base [DR Frames] 235% ST 7 Hit Physical Attack Ignore 50% DEF
Flughöhe 1 [DR Frames] 350% ST 7 Hit Physical Attack Ignore 50% DEF, 10 MP Cost
Flughöhe 2 [DR Frames] 500% ST 7 Hit Physical Attack Ignore 50% DEF, 20 MP Cost

Both tiers increase mods and MP cost, from 45 to 55 to 75.

The mod boosts are impressive, despite the fact the DR is falling out of favor, but it's still serviceable for damage and common.


Name Level Description
Wach Fire Base [5 turns cooldown, available on turn 1] ST except Self 3 Turn Add Fire To Attacks Self 3 Turn Add Fire To Attacks
Wach Fire 1 [5 turns cooldown, available on turn 1] ST except Self 4 Turn Add Fire To Attacks Self 4 Turn Add Fire To Attacks
Wach Fire 2 [5 turns cooldown, available on turn 1] ST except Self 5 Turn Add Fire To Attacks Self 5 Turn Add Fire To Attacks, -20 MP Cost

Both tiers increase the imbue duration, Tier 2 also decreases the MP cost from 80 to 60.

Since the non STMR TDH builds usually involve elementless 2H weapons, this is a solid utility option. With the duration boosts, he can help the Fire imbues up indefinitely as long as death or dispels aren't involved.


Name Level Description
Declaration of War Base [6 turns cooldown, available on turn 1] AoE 3 Turn 100% Fire Resist AoE 3 Turn 100% ATK/MAG 3 Turn AoE 150% LB Fill Rate
Declaration of War 1 [6 turns cooldown, available on turn 1] AoE 3 Turn 100% Fire Resist AoE 3 Turn 120% ATK/MAG 3 Turn AoE 150% LB Fill Rate
Declaration of War 2 [6 turns cooldown, available on turn 1] AoE 3 Turn 100% Fire Resist AoE 3 Turn 150% ATK/MAG 3 Turn AoE 150% LB Fill Rate Grants access to Zoldaad Empire’s Aegis for 6 Turns
Name Description
Zoldaad Empire’s Aegis Use Command to Protect, Declaration of War, Entrust, Reinforcer, Unhesitating Will, Wach Fire 2 times in one turn

Both tiers increase the ATK/MAG buff slightly, Tier 2 also grants access to Zoldaad Empire's Aegis for several turns.

And honestly, this is pretty bad. While the utility it provides is solid, Shera can't keep these up indefinitely. Zoldaad Empire's Aegis isn't anything stellar either, since the only abilities you'll realistically use it on are Entrust, Command to Protect, and Wach Fire.


Summary:

Shera gets some decent boosts to his role as a physical chainer, the utility boosts are pretty mediocre. Wach Fire just does Fire Imbue and I already mentioned how I feel about Declaration of War. In general, his enhancements aren't boosting his rankings in any way... and is probably going to be benched forever if you have something better.

His priorities are Flughöhe, Blade Adept, and Zoldaad Pedigree. You can grab Wach Fire if you somehow find a use for his Fire Imbue niche.


Atoning Dragoon Kain

Rarity: 5★ to 7★

Enhancements:

Name Level Description
Dragoon Spirit Base Increase Jump Damage 120%
Dragoon Spirit 1 Increase Jump Damage 135% 25% Equipped ATK when 2-Handing (TDH)
Dragoon Spirit 2 Increase Jump Damage 150% 50% Equipped ATK when 2-Handing (TDH)

Both tiers increase Jump Damage and TDH.

Nobody recommends using Kain for his Jump damage, even with the boost, so focus on the TDH. He's currently sitting on 100% TDH, which is pretty standard for units that get enhancements.


Name Level Description
Ready For Redemption Base 20% ATK/DEF/MAG/SPR 1.25x LB Damage
Ready For Redemption 1 60% ATK 20% DEF/MAG/SPR 1.25x LB Damage 10% Equipped ATK when Dual Wielding
Ready For Redemption 2 60% ATK 20% DEF/MAG/SPR 1.25x LB Damage 10% Equipped ATK when Dual Wielding Grants access to Double Lance Recover 10% MP per Turn
Name Description
Double Lance Use Air Thrust, Aqua Thrust, Darkness Thrust, Lance, Piercing Air, Piercing Aqua, Piercing Darkness, Piercing Dead, Sonic Gale 2 times in one turn

Tier 1 increases ATK and grants TDW, Tier 2 grants Double Lance and Auto-Refresh .

Everything here is great, but the Double Lance and Auto-Refresh are the real highlights.

Double Lance makes TDH a completely viable build for him and the Auto-Refresh was something that he lacked innately for MP sustain (really useful when using W-Abilities).


Name Level Description
Piercing Aqua Base 350% ST 14 Hit Physical Attack ST 5 Turn -50% Water Resist Self 5 Turn Add Water To Attacks
Piercing Aqua 1 650% ST 14 Hit Physical Attack ST 5 Turn -70% Water Resist Self 5 Turn Add Water To Attacks, 10 MP Cost
Piercing Aqua 2 1000% ST 16 Hit Physical Attack ST 5 Turn -90% Water Resist Self 5 Turn Add Water To Attacks, 10 MP Cost

Kain is currently practicing how to Jump underwater...


Name Level Description
Piercing Air Base 350% ST 14 Hit Physical Attack ST 5 Turn -50% Wind Resist Self 5 Turn Add Wind To Attacks
Piercing Air 1 650% ST 14 Hit Physical Attack ST 5 Turn -70% Wind Resist Self 5 Turn Add Wind To Attacks, 10 MP Cost
Piercing Air 2 1000% ST 16 Hit Physical Attack ST 5 Turn -90% Wind Resist Self 5 Turn Add Wind To Attacks, 10 MP Cost

He's currently piercing the stratosphere...


Name Level Description
Piercing Darkness Base 350% ST 14 Hit Physical Attack ST 5 Turn -50% Wind Resist Self 5 Turn Add Wind To Attacks
Piercing Darkness 1 650% ST 14 Hit Physical Attack ST 5 Turn -70% Dark Resist Self 5 Turn Add Dark To Attacks, 10 MP Cost
Piercing Darkness 2 1000% ST 16 Hit Physical Attack ST 5 Turn -90% Dark Resist Self 5 Turn Add Dark To Attacks, 10 MP Cost

And he's made it to Lunar Subterrane... How can one breathe there?

Anyway, both tiers increase mods, imperils, and MP cost, while Tier 2 also increases the number of hits. The MP Cost increases from 50 - 60 - 70.

I'll get the good stuff out of the way, it has great modifiers, imperil, and somewhat useless self imbue.

Now, did I mention that these 16 hits aren't part of any major chaining families because they're not part of any chaining families. And even if it did, they didn't change the cast animation to static, so good luck chaining with them.

If you want a reason, all I can say is that Kain didn't work hard enough for better changes.


Name Level Description
Dragon Raid Base 1 Turn Jump (Timed) 580% ST 1 Hit Physical Attack
Dragon Raid 1 1 Turn Jump (Timed) 680% ST 1 Hit Physical Attack, * 8 MP Cost
Dragon Raid 2 1 Turn Jump (Timed) 800% ST 1 Hit Physical Attack, 10 MP Cost

Both tiers increase mods and MP cost from 42 - 50 - 60.

Like I said, nobody should be using Kain for Jump damage unless you're trying to challenge yourself. Aranea and Cid are better options by light years.


Summary:

Kain would have been a serviceable unit if they actually addressed his issues of not having any good chaining abilities and fixing his cast animations on abilities that potentially did. Seriously, Esther, Zeno, and Akstar all have static cast animations, so why can't Kain get those?

YOU DIDN'T ATONE HARD ENOUGH, KAIN.

ATONE HARDER!

His priorities are Dragoon Spirit, Ready For Redemption, and his Piercing abilities.


Pure Summoner Rydia

Rarity: 5★ to 7★

Enhancements:

Name Level Description
Mother's Teachings Base 30% ATK/DEF/HP/MAG/SPR/MP Equipped Esper
Mother's Teachings 1 50% ATK/DEF/HP/MAG/SPR/MP Equipped Esper
Mother's Teachings 2 50% ATK/DEF/HP/MAG/SPR/MP Equipped Esper Increase Summon Damage 10% 100% Silence/Paralyze/Confuse Resist

Tier 1 increases the Esper stat boost, Tier 2 slightly increases summon damage and some ailment resistances.

She was already immune to Disease and Petrify, with these resistances, only Sleep is the only ailment left that can really cripple her.

The Esper stat increase are... okay. Since she wants more EVO MAG, it's kinda hard to hit the MAG/SPR stat cap while running them.


Name Level Description
Eidolon Mindflayer's Chant Base [5 ES] 1600% ST 1 Hit Water Summon Attack ST 30% Paralyze
Eidolon Mindflayer's Chant 1 [4 ES] 1600% ST 1 Hit Water Summon Attack ST 30% Paralyze
Eidolon Mindflayer's Chant 2 [4 ES] 2000% ST 1 Hit Water Summon Attack ST 100% Paralyze

Tier 1 decreases the ES cost, Tier 2 increases the mods and the Paralyze proc.

3★ Leviathan Evocation exists so why should you ever want to use this one?

The answer is that you don't want to use this. Even if the cost is smaller, Rydia has a CD ability that has a chance of instantly filling the Esper Gauge to max and even if she didn't hit the cap there's always Tradition for a slower but more consistent way of filling it. So just Evoke the Sea Serpent instead.


Name Level Description
Tradition Base Fill Summon Gauge 3 ES Self 3 Turn 80% ATK/DEF/MAG/SPR Grant access to Eidolon Bomb Explosion For 1 Use
Tradition 1 Fill Summon Gauge 3 ES Self 4 Turn 100% ATK/DEF/MAG/SPR Grant access to Eidolon Bomb Explosion For 1 Use
Tradition 2 Fill Summon Gauge 3 ES Self 5 Turn 120% ATK/DEF/MAG/SPR Grant access to Eidolon Bomb Explosion 2 For 1 Use 4 Turns 200% Damage Modifier for Eidolon Bomb Explosion, Eidolon Chocobo Kick, Eidolon Cockatrice Peck, Eidolon Mindflayer's Chant
Name Description
Eidolon Bomb Explosion 1800% ST 1 Hit Fire Summon Attack
Eidolon Bomb Explosion 2 2500% ST 1 Hit Fire Summon Attack

Both tiers increase the mods and duration for the self buffs, while Tier 2 also increases the modifiers of her other Eidolon abilities and it also boosts the mods on the Bomb Explosion.

Still pretty questionable changes, since it doesn't improve how much ES she gains from using it for more consistency in using her Eidolon abilities, it just improves the mods and her stats.

Bomb Explosion does have stronger mods, but a lot of finishers just pale in comparison to Cid, Aranea, Balthier, and Ang since those guys have crazy enough mods that people actually want them as friend units.


Name Level Description
Eidolon King's Prayer Base [4 turns cooldown, available on turn 1] Fill Summon Gauge 7-10 ES
Eidolon King's Prayer 1 [4 turns cooldown, available on turn 1] Fill Summon Gauge 7-10 ES Self 3 Turn Auto-Revive with 80% HP
Eidolon King's Prayer 2 [4 turns cooldown, available on turn 1] Fill Summon Gauge 7-10 ES Self 3 Turn Auto-Revive with 80% HP Grants access to Triple Black Magic for 3 Turns, 14 MP Cost

Tier 1 grants self Reraise, Tier 2 grants access to Triple Black Magic for a few turns, the MP cost increases from 76 to 90.

And you're better off just grabbing the Tier 1 of this, since Tornado has been out of favor for long time because the Chaos Wave is starting to get crazy.


Name Level Description
Burst Storm Base [6 turns cooldown, available on turn 6] 1600% AoE 20 Hit Magic Attack
AoE 3 Turn -75% Water/Wind/Earth Resist
Burst Storm 1 [6 turns cooldown, available on turn 6] 2000% AoE 20 Hit Magic Attack AoE 3 Turn -75% Water/Wind/Earth Resist
Burst Storm 2 [6 turns cooldown, available on turn 6] [AR Frames] 2400% AoE 30 Hit Magic Attack AoE 3 Turn -100% Water/Wind/Earth Resist, 21 MP Cost

Tier 1 increases the mods, Tier 2 increases the MP Cost, hit count, mods, and imperil, MP Cost increases from 99 to 120.

Kain sulks while Rydia becomes part of a big chaining family, the only problems are that it's on her CD ability, she doesn't even have access to it on Turn 1, it's fixed elementless, can't multicast it. At least there was an attempt?

The idea of the CD was to improve her Quake, Cockatrice, Mindflayer, and Tornado, but it just takes way to long to be available and those abilities that's supposed to be improved are outclassed, so I'm really confused what was the point of it.


Summary:

While eEiko and eYuna were Summoner/White Mages, Kid Rydia is a Summoner/Black Mage (also mini White Mage) and ended focusing in trying to get her magic/summon damage to be viable and it flops pretty hard. What's worse is that Rydia doesn't provide any utility at all, while the other two are the complete opposite. Lastly, the other two have more consistency in getting the Esper Gauge to max since they passively fill it and their ES fill abilities got improved.

I... really don't recommend Rydia at all. Kinda strange that she immediately outclassed in the Summoner role by units that got their enhancements a few batches back.

If you really want to give her a boost, then her Mother's Teachings and Eidolon King's Prayer 1 are her priorities.


Lila

Rarity: 5★ to 7★

Enhancements:

Name Level Description
Martial Arts Mastery Base 50% ATK w/ Knuckle
Martial Arts Mastery 1 70% ATK/20% SPR w/ Knuckle
Martial Arts Mastery 2 100% ATK/50% SPR w/ Knuckle

Tier 1 increases ATK while also granting SPR. Tier 2 boosts both of those stats.

So, it really improves on both Knuckles types that improve for her damage, which is Knuckles of Hope (Rena TMR) and literally any other Knuckle.


Name Level Description
Secret Approach Base 60% SPR 30% MP Auto-Cast Auto-Regen (ST ~1800 HP Heal w/ 1x Mod per Turn) at the start of battle/revival Recover 5% MP per Turn 50% Equipped SPR when 2-Handing (TDH) 30% Equipped SPR when Dual Wielding
Secret Approach 1 60% SPR 30% MP/ATK Auto-Cast Auto-Regen (ST ~1800 HP Heal w/ 1x Mod per Turn) at the start of battle/revival Recover 5% MP per Turn 50% Equipped SPR when 2-Handing (TDH) 30% Equipped SPR when Dual Wielding
Secret Approach 2 120% SPR 30% MP/ATK Auto-Cast Auto-Regen (ST ~1800 HP Heal w/ 1x Mod per Turn) at the start of battle/revival Recover 5% MP per Turn 50% Equipped SPR when 2-Handing (TDH) 50% Equipped SPR when Dual Wielding

Tier 1 grants ATK, Tier 2 increases SPR while improving her SPR TDW.

This one also caters to her Heaven Shift and Tojin Combo due to the ATK/SPR increases. SPR TDW gives more reason to run a Knuckle and a Staff on her.


Name Level Description
Neidan Base Self Recover 100% HP Self 1 Turn 30% Damage Reduction Grants access to Open Eyes - Flash for 1 turn
Neidan 1 Self Recover 100% HP Self 1 Turn 40% Damage Reduction Grants access to Open Eyes - Flash for 2 turns
Neidan 2 Self Recover 100% HP Self 1 Turn 50% Damage Reduction Grants access to Open Eyes - Flash for 3 turns
Name Description
Open Eyes - Flash Able to use "Martial Arts" abilities 3 times in one turn

Both tiers increase the self damage reduction and the turn duration of Open Eyes - Flash.

Neidan is now the more consistent way of getting her T-Cast available without using her LB or CD abilities. Even if you weren't using it for the T-Cast, the self sustain it provides can come in handy in trial fights.


Name Level Description
Martial Arts - Tojin Combo Base 260% ST 7 Hit Physical Attack 260% Each Use (Max: 520%)
Martial Arts - Tojin Combo 1 300% ST 7 Hit Physical Attack 300% Each Use (Max: 900%)
Martial Arts - Tojin Combo 2 350% ST 10 Hit Physical Attack 350% Each Use (Max: 1400%)

Both tiers increase the base, stacking, and max modifier, while Tier 2 also increases the hit count.

And... the good things stop there, because even with the hit count increase, it's still not part of any major chaining families because you have to rely on a copy for consistent chains.


Name Level Description
Martial Arts - Heaven Shift Base 1000% ST 14 Hit Physical Attack w/ 100% of SPR as MAG
Martial Arts - Heaven Shift 1 1250% ST 14 Hit Physical Attack w/ 100% of SPR as MAG
Martial Arts - Heaven Shift 2 1500% ST 16 Hit Physical Attack w/ 100% of SPR as MAG

Both tiers increases the mods, while Tier 2 also increases the hit count.

Same deal with Tojin Combo, great mods and not part of any major chaining families. It does chain with Kain's Piercing abilities but both of them have to move cast them, so good freaking luck getting consistent chains against every fight.


Summary:

Lila suffers from the exact same issues as Kain, not part of any chaining families and getting consistent chains with her best abilities are really clunky. She would have gotten a spot in the meta given her niche as a physical SPR chainer, wishful thinking.

As a silver lining, Lila can now hit the SPR parameter mission without Whale-Tier gear

Anyway, all her abilities are priorities, Martial Arts Mastery, Neidan, Martial Arts - Heaven Shift/Martial Arts - Tojin Combo.


Sephiroth

Rarity: 5★ to 7★

Enhancements:

Name Level Description
Katana Mastery Base 50% ATK w/ Katana
Katana Mastery 1 80% ATK w/ Katana
Katana Mastery 2 80% ATK w/ Katana 50% Equipped ATK when 2-Handing (TDH) 30% Equipped ATK when Dual Wielding

Tier 1 increases ATK, Tier 2 grants TDH and TDW.

With the changes, he's sitting on 150% TDH (if you're running his TMR, 100% if otherwise) or 50% TDW. The boosts are pretty massive, but it's more favorable to run TDH.


Name Level Description
Legendary SOLDIER Base 30% ATK/DEF/MAG/SPR 50% HP/MP
Legendary SOLDIER 1 60% ATK 30% DEF/MAG/SPR 50% HP/MP
Legendary SOLDIER 2 60% ATK 30% DEF/MAG/SPR 50% HP/MP 30% Chance Counter Phys/Mag Damage w/ Threefold Technique for 1 Turn (Max: 1)
Name Description
Threefold Technique Use The Heavens Wept, Aeolian Onslaught, Heaven's Light, Oblivion, Octaslash, Consuming Light, Descent into Darkness, and Supremacy three times in one turn

Tier 1 increases ATK, Tier 2 gives him a counter to access his T-Cast.

Needless to say, relying a counter is really unreliable, but at the same time it'll work for Sephiroth considering how trials tend to involve all your units being hit and Sephiroth is still fairly bulky since his release. And T-Cast is a massive swing in power, so I'd say go for it.


Name Level Description
ATK 20% Base ATK 20%
ATK 30% 1 ATK 30%
Twofold Technique 2 ATK 30% Use The Heavens Wept, Aeolian Onslaught, Heaven's Light, Oblivion, Octaslash, Consuming Light, Descent into Darkness, and Supremacy two times in one turn

Tier 1 increases ATK, Tier 2 REMOVES ATK and turns it into W-Cast.

Hello, TDH Sephiroth (again, but in a good way, this time). TDH builds are now viable on him, but he's going to run into some MP issues with only 5% Auto-Refresh.

Sephiroth is the first unit to get the 115 enhancement, where it stat boost gets changed into something else entirely (The ATK got moved to Legendary SOLDIER) and expect it to happen to future batches coming soon. Yes, it's very asinine for having to pay to get something removed, but it's Alim's idea.


Name Level Description
Reunion Base Self Recover 10000 HP, 150 MP Self Fill 10-14 LS Self 10 Turn Add Dark To Attacks
Reunion 1 Self Recover 10000 HP, 150 MP Self Fill 15-19 LS Self 10 Turn Add Dark To Attacks
Reunion 2 Self Recover 10000 HP, 150 MP Self Fill 15-19 LS Self 10 Turn Add Dark To Attacks 4 Turns 1.3x LB Damage

Tier 1 increases the self LB, Tier 2 increases the LB damage for a few turns.

And it's absolute garbage, considering how the changes are completely LBcentric and his LB is just a meh finisher move.

The only reason you'd want this is really for the self Dark imbue and the self sustain, which remains the same.


Name Level Description
The Heavens Wept Base [DR Frames] 480% ST 7 Hit Physical Attack ST 3 Turn -60% Light/Dark Resist
The Heavens Wept 1 [DR Frames] 600% ST 7 Hit Physical Attack ST 3 Turn -60% Light/Dark Resist, 5 MP Cost
The Heavens Wept 2 [DR Frames] 700% ST 7 Hit Physical Attack ST 3 Turn -60% Light/Dark Resist, 5 MP Cost

Both tiers increase mods and MP cost, from 45 - 50 - 55.

For physical damage, it's mostly the AT and BS show now, but DR is a large family that there's still merits to enhancing this. Obviously, it's not as strong as his max stack Supremacy, but it is Sephiroth's way of inflicting imperil without involving his LB or losing damage.


Name Level Description
Tragic End Base [5 turns cooldown, available on turn 5] 1700% AoE 1 Hit Physical Attack (80% Chance OHKO)
Tragic End 1 [5 turns cooldown, available on turn 5] 2000% AoE 1 Hit Physical Attack (80% Chance OHKO)
Tragic End 2 [5 turns cooldown, available on turn 5] 2800% AoE 1 Hit Physical Attack (80% Chance OHKO) Grants access to Threefold Technique for 3 Turns
Name Description
Threefold Technique Use The Heavens Wept, Aeolian Onslaught, Heaven's Light, Oblivion, Octaslash, Consuming Light, Descent into Darkness, and Supremacy three times in one turn

Both tiers increases the mods, Tier 2 also grants access to Threefold Technique for a few turns.

The major improvement is the T-Cast now having a reliable way of being accessed but it's locked behind a CD and is not available on Turn 1. What's worse is that his W-Cast doesn't proc on this, so Sephiroth has to waste a turn to set it up.

Still, it's somewhat a fair trade off considering what it gives, it would have been better to have available on Turn 1 though.


Summary:

Ever since his enhancements got released in JP, people got excited for its arrival in GL. Since Zeno and Esther are a thing, his splash isn't as big considering it was intended for Sephiroth to be behind Akstar's damage by a small margin and those two beat Akstar by a wider margin. However, given how Sephiroth's been out for almost a year now, a good chunk of people already have him while lacking Akstar, Esther, or Zeno, this is an excellent opportunity for them to get a stronger physical chainer up.

Another thing I want to point out is how huge W-Cast is to Sephiroth, he can now use Consuming Light or Descent into Darkness for a Light/Dark imbue and cast literally any other chaining ability, while running an elementless weapon like his TMR or Akstar's STMR. Another fun thing is that he has some synergy with Zeno since he's mostly an AT chainer and Sephiroth's best attack is his AT, although you'll have some trouble finding Zeno's that run Light/Dark weapons to make element chains with Sephiroth.

Twofold Technique, Katana Mastery, Legendary SOLDIER, and Tragic End are his priorities, The Heaven's Wept is optional, and Reunion is garbage.


Yang

Rarity: 4★ to 6★

Enhancements:

Name Level Description
Martial Arts Mastery Base 50% ATK w/ Knuckle
Martial Arts Mastery 1 75% ATK w/ Knuckle
Martial Arts Mastery 2 120% ATK w/ Knuckle

Both tiers increase ATK.

Massive increase to Yang's ATK, plain and simple.


Name Level Description
Bare Knuckle Extreme Base 200% ATK when Unarmed
Bare Knuckle Extreme 1 250% ATK when Unarmed 10% DEF/SPR
Bare Knuckle Extreme 2 300% ATK when Unarmed 30% DEF/SPR

Both tiers increase his DEF/SPR and his ATK when unarmed.

You're never going to let Yang run without a weapon, so this is mostly for the added bulk it now provides (considering if you'll even use him).


Name Level Description
All-out Scuffle Base 200% ST 6 Hit Physical Attack Ignore 50% DEF
All-out Scuffle 1 225% ST 6 Hit Physical Attack Ignore 50% DEF
All-out Scuffle 2 [DR Frame] 250% ST 6 Hit Physical Attack Ignore 50% DEF, -15 MP Cost

Tier 1 increases mods, Tier 2 also increases mods, now does DR Frames, and massively reduces the MP cost from 45 to 30.

So Lila and Kain can't be part of a large chain family but someone like Yang, who's never going to see recent content EVER, just gets one? Okay then.

The fun bit about this ability is that it procs on his W-Cast, meaning a TDH is totally viable for strong chains (in comparison to other 4★ base chainer standards).


Summary:

I'll try to keep the bar for this up to 4★ bases and Yang's pretty solid under that category.

W-Cast and massive ATK with a Knuckle means solid damage using TDH builds. Knuckles have a wide variety of elements so it mostly just boils down to what element imperil Yang's partner could inflict.

Martial Arts Mastery, All-Out Scuffle, and Bare Knuckle Extreme are his priorities.


Elbis

Rarity: 4★ to 6★

Enhancements:

Name Level Description
Doublehand Base 75% Equipped ATK when 2-Handing One-Handed Weapons
Doublehand 1 100% Equipped ATK when 2-Handing One-Handed Weapons
Doublehand 2 150% Equipped ATK when 2-Handing One-Handed Weapons

Both tiers increase the TDH.

He's half way through the TDH cap innately which is pretty good. Shame that he's just a finisher though.


Name Level Description
Invincible Muscle Base Self Cure Poison, Blind, Silence, Virus 10 Turn Self 100% All Ailments Resist Self ~10000 HP Heal w/ 25x Mod split over 10 Turns
Invincible Muscle 1 Self Cure Poison, Blind, Silence, Virus 10 Turn Self 100% All Ailments Resist Self ~10000 HP Heal w/ 25x Mod split over 10 Turns Self ~300 MP Heal w/ 0x Mod split over 10 Turns
Invincible Muscle 2 Self Cure Poison, Blind, Silence, Virus 10 Turn Self 100% All Ailments Resist Self ~10000 HP Heal w/ 25x Mod split over 10 Turns Self ~300 MP Heal w/ 0x Mod split over 10 Turns Self 100% Stop/Charm Resist for 10 Turns

Tier 1 grants self MP regen Tier 2 grants self stop/charm immunity.

Despite the fact that you have to set it up, this is pretty decent considering how long the buffs lasts for immunity and self sustain. Again, it's useless since it's on a unit that probably won't see the light of viability.


Name Level Description
Flare Impact Base 180% ST 1 Hit Physical Attack Ignore 50% DEF Self 5 Turn Add Fire (100%) To Attacks
Flare Impact 1 250% ST 1 Hit Physical Attack Ignore 50% DEF Self 5 Turn Add Fire (100%) To Attacks
Flare Impact 2 350% ST 1 Hit Physical Attack Ignore 50% DEF Self 5 Turn Add Fire (100%) To Attacks, 9 MP Cost

Both tiers increases the modifiers, Tier 2 also increases the MP cost from 36 to 45.

Due to the self fire imbue, the only viable weapons to give are his TMR and Crimson's STMR in long fights, if you somehow decide to bring him there.


Summary:

You probably heard me say it a bunch of times already. Blah, blah, blah, 4★ base finisher with no redeeming qualities /niches = instant trash.

Still, his Doublehand , Flare Impact, and Invincible Muscle are his priorities... if you want to, I guess...


Lexa

Rarity: 4★ to 6★

Enhancements:

Name Level Description
Rod Decoration Base 30% MAG/ 20% MP w/ Rod
Rod Decoration 1 60% MAG/ 30% MP w/ Rod
Rod Decoration 2 100% MAG/ 50% MP w/ Rod

Both tiers increase MAG and MP.

That massive MAG boost tho, Lexa's sitting on 150% MAG with it, which is great for a 4★ base magic chainer.


Name Level Description
Wind Sway Base Self Evade Attacks (Max: 2) for 2 Turns
Wind Sway 1 Self Evade Attacks (Max: 3) for 2 Turns
Wind Sway 2 Self Evade Attacks (Max: 3) for 3 Turns 3 Turns 150% Damage Modifier for Aero, Aero I, Aeroga, Aeroga V, Aeroga, Aeroja, Aerora, Raging Wind, Tornado, 12 MP Cost

Tier 1 increases the number of attacks evaded, Tier 2 increases the turn duration of the evade while increasing the mods of Aero spells for a few turns, MP Cost is also increased from 12 to 24.

This is probably the closest Lexa's ever gonna get to innate bulk. The key change here is that it also boosts the modifiers on her Tornado, which actually makes it worth using.


Name Level Description
Tornado Base 250% AoE 12 Hit Wind Magic Attack AoE 3 Turn -50% Wind Resist
Tornado 1 300% AoE 12 Hit Wind Magic Attack AoE 3 Turn -50% Wind Resist
Tornado 2 350% AoE 12 Hit Wind Magic Attack AoE 3 Turn --65% Wind Resist

Both tiers increases the modifiers, Tier 2 also increases the wind imperil.

There aren't a lot of 3/4★ bases that have Chaos Wave frames, so the next best thing is Tornado, which a good chunk of them have. Shantotto and Yuri come into mind. The damage can even be ramped up further with Barbaricca's STMR.


Summary:

Lexa's known to be the strongest non 5★ base tornado chainer, she still keeps that title in a state better than ever. There's not much to add since the newer members are mostly 5★ bases, and will obviously do better damage than her.

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5 years ago