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GL Reviews : Condensed - KH Units, Full - Katy [GL] [COLLAB]
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TragGaming is in collab
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Hello! Didja Miss me? Im back to do more reviews now that I have time. Not doing Sol because other than a duration change on his Q-Cast and gaining access to V-Cast for a little bit, nothing really changed numbers wise with him. Time to catch up with more shtuff. First up is Globals recent additions because they snuck some fast ones on me. The Ringleader has returned.

KH Units - Khloud and Sora

The two donkeys received their awaited buffs which is a term I use lightly because in reality, they're still weaker than their JP counterparts which weren't strong at all . They got some rearranging to their kits but basically what I said HERE still stands. Some notes for some of the changes: Sora's Ars Arcanum saw a minor change due to back load which increases damage very slightly albeit still enough, which is a bit of a weird change for GL. He also got a slight under the hood change, with some added TDW so he has a nice number now. KHloud got a T-Cast in addition to some slight mechanical changes like being able to self cap a little more effectively now with other W-DR chainers. Nothing overly dramatic banner wise for Global's rerun either, and if you wanted to wait until now to summon I'm sorry because its gonna be difficult with a quad rainbow pool. Plus the Katy and Sol banners are more enticing as far as usefulness goes which is also running around the same time. Sora and Khloud both run into the no imperils or imbues game, so you're going to have to use a dedicated support to baby them. They both tend to like DR a lot which also doesn't bode well now, because its a Ded Family until best dad Jecht gets his Enh and Latents. Basically all they saw was some number increases, but at least their STM got buffed back to legitimacy, and Sora got his buff just in time for Riku to be well, better. Giving Up Already? Come on Sora.

KH Units - Riku

You can read a little more about what Riku's TM, STM, and LB do Here in JP, as well as how he will be later on when they supposedly rebuff him to that state (note, not holding my breath on this, due to how they treated Sora) but for now, I'll strictly talk about GL's version of Riku and Seph. Ill assume everyone can read along with what Im talking about on the gamepedia page. Strength, to Protect what matters.

So, for some of the changes they've rearranged Riku's kit a little bit. His LB is arugably better than his JP version, with having imperil attached to it for large duration instead of ailments, but due to this, they moved his Imbue onto his lower value imperil which makes no sense other than to intentionally nerf him into using a dark weapon. His stacking skill got changed to Ignore defense instead, probably to make numbers easier to adjust later on. This doesn't really affect anything mechanics wise, but his burst is significantly lower than expected. Thankfully the TM and STM were left unmodified, which is nice, so Riku can continue to be Sora's better. His top end burst on Dark Malestrom with CD active is 21x (63x total), or 15x (45x) without CD. This seems pretty low for a unit in JP era, but allows him currently to keep up Just under Lightning, competitive numbers with Zeno and Bartz. Still a very solid unit overall, and despite what people say, DARK IS NOT A BAD ELEMENT TO HAVE. ONLY LIKE TWO TRIALS RESIST IT OUTSIDE DARK ESPERS. Not to mention trials that are resistant to dark, are likely gonna have him abuse his super coolTM Dark absorb that he definitely didn't steal from a brooding dark armored dude wearing a helmet that definitely isn't the father of a protagonist. He's not locked to Dark either thanks to Dark Malestrom not being element locked. Just gonna need some support from someone else for imperil. Being a dual wielder also helps ease equipment stuff for element.

KH Units - Sephiroth (KH)

Seph saw some minor modifier changes, placing him about in line with everyone else in the KH group, but his biggest change from his JP counterpart is his support breaking. Seph's breaks got bumped up to 60% and his CD that fills his LB got 65% breaks added to this, which will likely jump up to 70% and 75% when he gets his number buff later on, making him very great at breaking for what he loses in damage. He saw a frame change which is understandable to DR, which is not understandable. AMoE is definitely the better choice because due to Sora and Khlouds problem, DR just isn't that much of a thing again until Hyoh Enh or Jecht Enh, which knowing GL's passion for being different, may never come. Seph has a 15x move with BS frames however, and that can be incredibly useful for chaining with the plethora of GLEX chainers, just his damage is better with DR frames. One thing of note, since he has permanent T-Cast, BS frames, and high Light imperil, he pairs REALLY well with Elena using Light imbue, adding a decent amount to her damage while not losing a ton himself. Downside to this being his best equip outside STM is Onimaru or Water Dragon, which is naturally Water element. So he comes off as a bit of a whale's Toy. Hey! Those of you who summoned Akstar on GL actually have someone to use his STM on! Very strong very consistent damage dealer, JUST WHAT I LIKE TO SEE.

AI Katy - Overview

If there's a unit that gave me an aneurysm via their kit, AIK is the one to do it. It's honestly easier for me to tell you what she doesn't do, and here's that: Provoking, Buffing, and Healing. She can cover the roles of Mage, pDPS, hDPS, pTANK, mTank, and even hTank. She has no provoke in her kit, and with an average stat spread with balanced pot spread, she does everything well, but nothing phenomenal, except breaking because you just stack survival to break. She's one of the first units to really open up the dual tank setup for wide use in GL, which is a setup incredibly popular in JP. There are some trials where she wouldn't be optimally used in, but those are extensive heavy places anyways. AIK cannot be a dodge tank effectively, losing a lot of eHP to do so even with her barriers, she's low enough that she needs all she can get. Mentioning further, she cannot 100% passive provoke due to no Provoke passive, and with no provoke skill this can be dangerous to play with. Moogle plushie Golem also isnt a recommended setup due to it eating her action for the turn and thusly losing her enhanced breaks.

AIK - TM, STM, TMP, and LB

TM: ACC STM: ACC TMP
30 Def, 30 Spr, 10% Def/Spr, Ribbon (except Zombie), Auto Cast: Break Resist to self for 3 Turns Not even gonna say. Link below. Increase ATK/DEF/MAG/SPR (30%) Auto-cast Infiltrate Server at the start of a battle Enable skill: Tri-Core Processor Enable skill: Triple Black Magic

Here. Her Trust passive (I didn't include all of it) enables The following spells while boosting their modifier ( 2x) as well: Aeroja, Blizzaja, Firaja, Thundaja, Waterja, Tornado, Flare, Flood, Freeze, Quake, Meteor, Ultima. Even If you're using her as a tank/breaker, there's no reason not to use this, it enables permanent T-Cast. The TM is just a marginally better ribbon, and often not needed due to most tanks resisting nasty ailments naturally or through good equips, and DPS typically relying on EQ stats. Her STM is absolutely crazy mess, but benefits pTDW users mainly, with pTDH special mention because they have difficulty maxing stats most of the time. Mages don't see much use unless they have high innate EQ TDW mag, and it's only marginally better than a Rem STM, which provides better defensive stats unconditionally for TDH Mages. Special note to this is that if the mage does not have natural Dual wield they will need a quintessence or Genji glove to be able to dual wield as this does not enable it. Tank wise, Emperor Shiera STM is strictly better, due to HP affecting eHP much more than defensive stats. The 20% HP is around an extra 1000, where 10% Def or Spr is around 30 stats. Unless you're overcapping HP EShiera will be better. It's just a jack of all master of none accessory. The preempt healing only really comes into play with Mana management.

LB / Cost Effect
Unexpected Malfunction / 3000 Decrease ATK/DEF/MAG/SPR (70%) for 3 turns to one enemy Increase ATK/DEF/MAG/SPR (250%) for 3 turns to caster Physical damage (25x) to one enemy Magic* damage (25x) to one enemy

LB looks like a lot but it's not much really. Leveling it only changes the Personal stat buff and damage on it, so if you're using her to break/tank there's not a huge reason to level it unless you're trying to squeeze some extra eHP out of the stat buff. She also wants to refresh her cover's barrier so yeah, that's a thing too which 5000HP > 60% Defense and Spr (which is, at most, 147 points out of the thousands you already have). So Ultimately a luxury level, probably wont use this much for it's damage effects

AIK - Passives and Actives

TLDR: Only rating her defense passives because this woman gets something for equipping anything and its a headache. Use whatever you want, She has 150% mTDH and pTDH. She has 170% Def possible, or 210% Spr possible, with only 40% passive HP, which is incredibly low for a tank, her defensive stats are decently high however. Where AIK runs into problems tanking is the lack of the big passives for a tank, Draw, Charm or Stop resist. Her innate ailment immunities don't really come into play thanks to her TM having a ribbon effect anyways. AIK's actives are absolutely stacked, having access to Bar-Elegas, of The black magic elements, Curaja, Raise, Covers for both magic and physical, 70% tier breaks and decent chaining abilities, although her physical and hybrid damage's are the highest due to no imbue for magic. Ultimate you can use her for anything, but my personal favorite and the general consensus is for Breaker/Tank combo because thanks to her obnoxiously high spammable barrier, she can do both well immediately on T1. When doing this, because you'll want the barrier every turn all shes doing is breaking and covering every turn.

Lovely Katy - Overview

Lovely Katy is just the basic consolation prize here, she's a healer with some damage capabilities, but due to none of it being elemental it's just there as fluff. She has some minor stat buffs and mitigation to get the team going but as far as healers go she's missing a lot, mainly an AOE Raise to assist with bad hits on team, ailment heal to party, and confering resist to stop/charm to anyone. Her TM is really nice, but nothing worth chasing on her. Basically, she's the one you're stuck with after burning your hoard for AIK. Not going in depth on her because in reality, it's just not worth it. Use Myra. LK may be a free unit, yes, but most Rare summon healers are just way overall better, so if you're hurting she can do the job, but otherwise dump her first chance you get.

Closing Remarks

The jack of all, master of none is always better than a master of one. AIK is a really really good unit, but at the same time CG Terra is right around the corner with Locke, so if you're a new player this is definitely the place to stop for a unit, but experienced players should probably skip unless you're looking for a new toy or to update your breaker roster. Riku and Seph are a one stop shop for DPS needs, since we know their numbers will get bumped you may feel inclined to go after them but if you have Bartz or Lightning, chances are you can pass here. Skip or nah, Its your choice. Don't Worry, You're all still you.

Edit: an Error in how you obtain Lovely Katy.

Edit2: Error in math made me dramatically fuck up KHloud and Sora. They're a little better in GL, and as such their state is as well. Section was amended because the wording I used also isnt quite the wording I normally want for these reviews.

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