Maintenance - We're currently working on things and you might experience some issues. Should be wrapped up soon!

This post has been de-listed

It is no longer included in search results and normal feeds (front page, hot posts, subreddit posts, etc). It remains visible only via the author's post history.

89
New Batch Overview - Darvanshel's Batch
Post Flair (click to view more posts with a particular flair)
Post Body

Hey guys, welcome to the latest New Batch Overview!

Let's just say...prepare to define your metagames.

Disclaimer: These will not be in depth, these are only here to give you a brief sense of whether these units are worth summoning for. Please refer to my New Unit Analyses when they're released in short course.


Guardian Darvanshel

  • Lord Stats: 6300|1905|1955|1689

  • LS: Immunity to all status and chance to reduce incoming damage (10% chance to negate 20% damage)

  • Max Imp Bonuses: HP 750 ATK 400 DEF 200 REC 300

  • Hit Count: 10 (drop check count 2/hit)

  • BB: 12 hit ST Fire damage and halve damage taken by all allies for 1 turn (22BC to fill, damage reduction 50%, damage modifier 440%)

  • SBB: 13 hit MT Fire damage, halve damage taken by all allies for 1 turn, increase DEF of all allies for 3 turns (43BC to fill, damage reduction 50%, DEF 50%, damage modifier 320%)

  • Welcome to the new era of stats. 1905 is the weakest ATK stat of this batch. Yeah.

  • Best status immunity leader skill in the game, probably. However sacrificing a leader skill position for status immunity isn't always ideal particularly with the increasing number of status immunity BB/SBBs becoming available.

  • Same damage mitigation buff as Oulu combined with a damaging BB/SBB, and more importantly a BC generating BB/SBB, makes Darvanshel the BEST defensive unit in the game by a long shot.

  • Since his BB/SBB do damage, there are a bunch of applications that Darvanshel has that Oulu does not.

  • Firstly, he generates BC as he shields the party, which is vital in aiding him in being able to maintain his damage mitigation every turn. This becomes increasingly important as Raid battles are released and in Trials where a single unfortunate turn with damage mitigation not up could spell death for your party.

  • Secondly, he obviously contributes to team damage. He may be the weakest member of this batch offensively, but 1.9k ATK isn't really 'weak', and his damage modifiers aren't particularly impressive, but he will still contribute noticeable damage to the party.

  • Thirdly, because he's tanky, can deal damage and bestow damage mitigation at the same time, he's ideal for lowering bosses to HP thresholds, tanking the barrage of hits and protecting the rest of the party.

  • His DEF buff on his SBB is only 50%, which is weaker than Oulu's 100%, but in practice, it's the 50% damage mitigation buff that does 99% of the work, and the difference in DEF buff is honestly, almost entirely negligible.

  • Oulu's LS is still probably the best defensive LS in the game so he has that going for him and Oulu is certainly no weaker because Darvanshel is in the picture, but I have to be objective. Darvanshel is better than Oulu in pretty much every situation barring against a Water type enemy.

  • Future competition? Little to none. The very recently released Nalza isn't a direct upgrade, but is a very good choice as a side-grade with his own advantages and disadvantages. No one else can touch Darvanshel.

  • Basically, if you don't have Oulu, he's basically a must have unit. If you have an Oulu, he's less essential, but he's still a God-like pull.

  • All types viable, seriously be happy if you have one. Anima > Guardian > Lord > Breaker > Oracle


Axe God Mariudeth

  • Lord Stats: 6071|2354|1804|1543

  • Max Imp Bonuses: HP 750 ATK 240 DEF 240 REC 420

  • LS: Increase damage dealt during critical hits, small chance of ignore DEF (Crit damage 100%, DEF ignore chance 15%)

  • Hit Count: 5 (drop check count 4/hit)

  • BB: 3 hit ST water damage and increase crit rate of all allies for 3 turns (22BC to fill, crit rate 40%, drop check count 6/hit, damage modifier 450%)

  • SBB: 3 hit MT water damage and increase crit rate of all allies for 3 turns (47BC to fill, crit rate 45%, drop check count 5/hit, damage modifier 580%)

  • LS is less powerful than Zebra's but Mariudeth himself is a better unit so he's viable as a crit leader for any battle you aren't able to one-shot with Zebra. However with Maxwell's impending release, Mariudeth's time in the spotlight in this position is pretty limited since Maxwell beats him for sure and is 'technically' free.

  • DEF ignore as always, sucks. 15% chance to DEF ignore sucks more.

  • Terrible hit counts all round. Luckily, we now know that hit counts mean nothing outside FH and his drop checks are decent enough that he's solidly average at BC/HC generation.

  • This means his low hit counts are actually in his favour since they mean his attacks are easy to spark.

  • Same crit rate buff as Aisha means he's an extremely good alternative to Duel-SGX.

  • Huge damage modifier on his SBB combined with his huge ATK stat (highest in the game, baby) means Mariudeth is all about doing damage. LOTS of damage.

  • Has the second most damage potential in the game after Kajah, however, with 3 hits, it's much easier to reach max damage with Mariudeth than Kajah due to ease of sparking so in practice, he's probably the most damaging unit in the game.

  • As a pure damage dealer, I don't think he's matched by anyone even in JPBF at the moment because of his peerless base ATK. Only Kajah can potentially beat him, but you have to spark every single one of Kajah's hits which is easier said than done.

  • If you want pure damage, Mariudeth is definitely the pull for you.

  • All types viable. Breaker > Anima > Lord > Oracle > Guardian. Damage agogo.


Thief God Zelnite

  • Lord Stats: 6022|2003|1910|1920

  • Max Imp Bonuses: HP 750 ATK 300 DEF 300 REC 300

  • LS: Boost to BC/HC/Zel/Karma/Item drop rate (BC production 18%, HC production 18%, Zel production 15%, Karma production 10%, Item production 3%)

  • Hit Count: 13 (drop check count 2/hit)

  • BB: 14 hit MT earth damage, fills the BB gauge of all allies (28BC to fill, BB gauge fill 8BC, damage modifier 240%)

  • SBB: 17 hit MT earth damage, fills the BB gauge of all allies, increases drop rate of BC/HC/Items of allies for 3 turns (48BC to fill, BB gauge fill 8BC, BC drop rate 15%, HC drop rate 15%, Item drop rate 3%, damage modifier 400%)

  • Everyone's favourite jewel ghost Thief.

  • Without a doubt the best farming unit in the game, do we even need to go into that? Look at those buffs!

  • Fantastic BB-spam leader. His LS description says 'drop rate', but the parameters it affects aren't the drop rate parameters, instead, they affect 'production', what that means, I'm not entirely sure but I assume he increases the amount of BC produced rather than the probability a BC is produced.

  • Either way in practice, he's almost as effective as an Ares' leader, while also providing a whole host of other benefits like increased HC production, etc.

  • The item drop rate buff seem low, but because the natural drop rate of items is really low, he actually ends up roughly doubling your chances of item droppage with his SBB.

  • His BC/HC drop rates are the only battle related buffs. They're actually not that powerful at 15% each, certainly Ronel's 25% buffs usurp his in strength.

  • However, they're ENOUGH. And for BC at least, that's all you want. If you can already maintain infinite SBB with 15%, any more is wasted.

  • The last thing that makes Zelnite truly unique and not just a jack of all trades is his 8BC BB gauge fill. It's like Lodin's BB, in that it'll fill your BB gauges as soon as you use it, but unlike Lodin's it's not IMMEDIATE, meaning there's time to use a couple of BBs from the rest of your party which gives Zelnite some flexibility as to the timing of using his SBB.

  • It's actually a really important buff since it's the only way to get around bosses that drain your BB-gauge with their attacks and it can save your life in a pinch if you desperately need a heal or a damage mitigation buff to go off.

  • Zelnite basically usurps any other BB-spam specific support unit in the game which includes the likes of Felneus, Uda, Ronel etc. While they may have stronger buffs (and don't get me wrong, they're still great units), Zelnite's versatility and his buffs being 'enough' really puts him ahead. Plus his stats are godly.

  • Basically, an amazingly versatile unit that really is probably a shoe-in on pretty much every BB-spam team. You'll probably want to pull him, yeah.

  • All types viable. Anima > Lord > Breaker = Guardian > Oracle


Beast God Exvehl

  • Lord Stats: 5983|1965|1777|2161

  • Max Imp Bonuses: HP 750 ATK 200 DEF 400 REC 300

  • LS: 30% boost to HP of all units and restore a small amount of HP to all units each turn

  • Hit Count: 9 (drop check count 2/hit)

  • BB: Removes all status ailments and bestows status immunity 3 turns (10BC to fill)

  • SBB: 24 hit MT thunder damage, removes all status ailments and bestows status immunity for 3 turns (40BC to fill, damage modifier 400%)

  • First leader skill of its kind, was unique to Exvehl until the latest JP batch.

  • Really solid defensive leader skill, 30% HP is no joke. Only recovers around 200-400 ( some REC modifier) HP per turn, but that'll probably add up over the course of a long fight.

  • The new standard of status immunity. 24 hits MT with his SBB means he's fantastic for BC generation and not only does he grant 3 turn status immunity, he purges status as well. Plus his damage modifier isn't even bad so he does decent damage to boot

  • This means he outright outclasses Lunaris in pretty much every way and probably trumps Melchio too since the only thing Melchio has in return is his light attribute buff and his rainbow attack.

  • Only competition in the future is probably the newest JP Fire unit (Ulkina), who is basically an identical unit, except her SBB has slightly less BC generation potential but she has the added versatility of being able to double as a healer with her regular BB

  • Not much else to say about this guy, really. He's the premiere status immunity unit in the game, a great member of any squad, particularly BB-spam so definitely a really great pull.

  • All types viable. Anima > Guardian = Breaker > Lord > Oracle


Seraph Azael

  • Lord Stats: 6004|2100|1952|1566

  • Max Imp Bonuses: HP 750 ATK 400 DEF 200 REC 300

  • LS: 50% boost to ATK of Light/Dark units, 10% reduced damage from Light/Dark units

  • Hit Count: 9 (drop check count 2/hit)

  • BB: 12 hit MT Light and Dark damage (25BC to fill, damage modifier 250%)

  • SBB: 15 hit MT Light and Dark damage (55BC to fill, damage distribution 98%, drop check count 2/hit, damage modifier 700%)

  • Leader skill doesn't really impress. If you want to run a hybrid dark/light team, Azael makes it a definitely possibility but ATK boosting leader skills rarely impress compared to the other alternatives. Heck, I'd probably use Grah over this leader skill.

  • Another pure damage focused unit. No support characteristics at all, but that SBB damage modifier is no joke.

  • Unfortunately, his base ATK is 'low' at 2.1k (Yeah, I can't believe I'm saying this either), meaning he's actually outdamage by Mariudeth at max potential despite having the higher damage modifier and Kajah outclasses him in both damage modifier and base ATK.

  • Plus 15 hits is difficult to spark completely with which hinders his maximum damage potential.

  • Basically he has one thing he can do, and he's not even the best at it.

  • However, that said, he's still like, the third most damaging unit in the game so to call him a 'bad unit' would just be a blatant lie and disrespectful of how good a unit he actually he is. He's excellent, just unfortunately outclassed just barely by his batchmate and an already existing unit.

  • He does bring a dual element BB/SBB to the table though, so if he can hit a weakness that the other two can't, he outstrips them of damage. So keep that in mind.

  • Less essential than the other units? Perhaps? A bad pull? Hardly.

  • All typings viable: Breaker > Anima > Lord > Oracle > Guardian


Tyrant Lilly Matah

  • Lord Stats: 5971|1920|1932|1982

  • Max Imp Bonuses: HP 750 ATK 300 DEF 300 REC 300

  • LS: BB gauge fills when attacked (3-6BC/attack)

  • Hit Count: 9 (drop check count 2/hit)

  • BB: Gradually fill BB gauge of all allies for 3 turns, BB gauge fills when attacked for 3 turns (23BC to fill, BB gauge fill 4BC/turn, BB gauge fill 3-5BC/attack)

  • SBB: Gradually fill BB gauge of all allies for 3 turns, BB gauge fills when attacked for 3 turns, BC drop rate increased for 3 turns (48BC to fill, BB gauge fill 4BC/turn, BB gauge fill 3-6BC/attack, BC drop rate 20%)

  • Super unique unit with lots of neat applications. Be creative when using her!

  • Interesting, unique leader skill not potent on its own, but in conjunction with her SBB, Lilly Matah can generate a LOT of passive BC.

  • Obviously Lily Matah is all about BC generation. However unlike other BC generation units, Lilly Matah has a focus on PASSIVE BC generation, meaning you don't need to attack to fill your BB-gauge.

  • Why is this important? Well because that means you can guard and generate BC at the same time, weathering those huge hits from tough bosses and getting heals/damage mitigation ready simultaneously.

  • She obviously therefore fares really well in teams with a defensive focus.

  • Again, bosses that drain your BB-gauge with their attacks are a pain and Lilly Matah helps you maintain your BB-gauges even against those foes.

  • In addition, in a lot of later content, single target bosses simply do not drop enough BC for most parties to consistently maintain regular BBs, let alone SBBs, and Lilly Matah is without a doubt the queen of BC generation. In some cases she might be the only way you can maintain your BB gauges consistently.

  • She may not deal damage, but her role in the metagame is REALLY important. For instance, she makes the Maxwell fight MUCH easier. She's a little bit niche, but when you need her niche, she's fantastic.

  • And she's unique, there's no unit in sight that can replicate what she can do, so she's definitely worth the investment. I honestly think that as new content gets released in JPBF, Lilly Matah will become more and more important. But that's obviously just speculation on my part.

  • All typings viable. Anima > Guardian > Lord > Breaker = Oracle


Summary

  • Important Pull(s): Darvanshel, Zelnite

  • Fantastic Pull(s): Lilly Matah, Exvel

  • Excellent Pull(s): Mariudeth

  • Great Pull(s): Azael

  • Average Pull(s): None

  • Bad Pull(s): None


That's it guys! This batch is a doozy, good luck with your pulls! <3

I kind of want them all, so I'm anticipating selling a few organs. ;~;

Author
Account Strength
60%
Account Age
10 years
Verified Email
No
Verified Flair
No
Total Karma
3,563
Link Karma
116
Comment Karma
3,447
Profile updated: 5 days ago
Posts updated: 7 months ago

Subreddit

Post Details

We try to extract some basic information from the post title. This is not always successful or accurate, please use your best judgement and compare these values to the post title and body for confirmation.
Posted
10 years ago