Coming soon - Get a detailed view of why an account is flagged as spam!
view details

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.

44
Full Unit Analysis - Viper Blitzkrieg Durumn
Post Flair (click to view more posts with a particular flair)
Post Body

She's out for the lucky people now, so I've got to post about her or something.

Long's analysis... hopefully sometime tomorrow.


Stats/Arena/Animations

  • Durumn offers a fairly typical nuke spread with high ATK and low DEF/REC, Her base HP is slightly above average too, which is nice for survival.
  • She lacks most commonly valued arena abilities, so I wouldn't recommend her for it. That said, she can be SP'd to add a DoT to her SBB - a DoT which would be signfiicantly weaker than Ilm or Leona. (DoT effects don't stack, so if you use them together, make sure Durumn would BB first)
    • While the above might be a valid point, unless you somehow got lucky with both the mystery chest bundles and winning a Durumn in the guild raid season, you won't have a spare Durumn and using her for arena isn't really her best choice.
  • The few people that already had Durumn have noted that she has a poor animation. Now, if you're running dupes of her she can be dupe sparked, but otherwise, you'd want to know how to work with it:
    • Durumn's hit pattern for all forms of attack is on a single spark track, and can therefore theoretically be perfect sparked by a single spark blanket reliably.
    • However, her animation is very long due to the inclusion of large gaps, which reduces her sparkability against non-blanket units. The total length of her animation from first frame to last frame is 138 frames on normal/BB, 144 frames on SBB and 147 frames on UBB
    • A 138 frame animation requires a unit with a perfect spark blanket which would last 47 hits in order to be perfect sparked, while her SBB would need a 49 hit blanket and her UBB would need a 50 hit blanket. Most spark blankets cap out at around the 43-45 hit mark, so being able to perfect spark Durumn with a single unit actually currently requires something which doesn't exist, or a dupe of herself.
    • That said, the early startup time of her hits works out fairly well against most spark blankets, so you can just ignore her last hits or you can try to use a slower starting blanket and use other units to spark her early hits.
    • All of Durumn's animations share all of the hits of her lower hit count moves. Her BB can perfect spark her normal attacks, her SBB can perfect spark her BB and normal attacks and her UBB can perfect spark her BB, SBB and normal attacks.
      • But a warning that her SBB and UBB's double attacks are not sparked by her normal attacks or BB at all, which is a significant portion of damage lost.
    • Durumn has movement speed 5 (= Mifune), so perfect sparking her will use different patterns to other units. It's still possible, but she won't fit into exactly the same positions you're used to.

Passive Skills

LS

  • Durumn's LS is a nuke type LS which primarily only really benefits thunder units. She grants thunder units 100% ATK, 60% HP, 30% crit chance and 150% elemental weakness damage, as well as providing a more global 150% crit damage and a 10 BC/turn BB regen effect for 3 turns when units crit.
    • The core issue of the LS for general use is that non-thunder units only receive 150% crit damage and the 10 BC regen effect on crit. If you're using Durumn, you're committing to only using thunder units (or in an FH guard frontier environment, non-attackers like Rozalia for guard frontier should be fine)
    • The ATK she offers is a high value that works well for ATK->DEF conversion, and there is a decent ATK->DEF converter in-element if you pulled for Hallelujah way back.
    • The crit chance on LS allows for some amount of crit resistance bypass, and should offset the crit rate down outpost debuff in guild raids if that's still there next season. If you were running dual Durumn for FH, the crit chance from her LS alone would be enough to cap crit, allowing you to make autobattle orders that place crit buffers later than normal (i.e. flexibility)
    • Technically the thunder EWD is provided to all units, but EWD only functions for units that match the correct element. At any rate, the 150% here is on par with leaders like Kira and Maxwell, though only being for a single element hurts Durumn's flexibility.
      • While Durumn provides a lot of EWD all over her kit, remember that it only works for Thunder element units attacking Water element targets, with no other situation where it matters. In addition, it's dependent on enemies not having high resistance to it, which is common in most content.
      • But both crit and EWD seem to be viable in guild raids, and have always been viable in FH and most of the first 20 waves of FG30.
    • The crit damage Durumn's LS provides seems standard, but there's an SP enhancement to increase it to 250% (what). Combined with her SBB effects, Durumn alone can provide 375% crit damage towards the cap of 550% - already in range of being capped by a UBB (such as her own), such that you may only want to use one Durumn lead (a second as a sub unit for perfect sparking would still be viable)
    • The BB regen effect here is fairly unique. It triggers from a passive effect, so the buff will stack with other BB regen effects, and that means it can provide a lot to a squad overall. The only issue is that units can't trigger it without first critting, but at a 3 turn duration it should be maintainable in any fight which doesn't outright disable crits.
  • Not shown in Durumn's datamine info, but included in Gumi's announcement info is an additional effect for guild raid only - Durumn's LS becomes enhanced to add a further 25% all stats to Thunder units, and 15% water/thunder mitigation. These effects should stack with any other passive effects, and basically ensure Durumn would be the best lead to pick if you're expecting to fight a water guardian.
    • Guardian elements in guild raid are currently impossible to know before the raid starts, but Gumi have previously announced that they intend to make squad switching possible in guild raids in the future.

ES

  • Durumn's ES gives her more of her LS, really. She gets 100% crit damage, and relatively unimportant effects in a DEF ignore buff added to her BB/SBB and personal lifesteal.
    • The crit damage pushes Durumn even closer to the crit damage cap. She now hits the cap purely off her LS and UBB, should you want to use it. In fact, if you take every crit damage SP enhancement and take Durumn as leader, she gets 545% crit damage when using just her SBB... the crit damage cap is 550%.
    • With Alim's design in Summoner's Arc, I've renewed my disappointment in how they handle DEF Ignore. This buff could be used in a way to make it seriously important to new content, but Alim don't seem to even want to try to make it desirable. As for Gumi giving it to Durumn... it doesn't really change anything, but I guess raid guardians were able to get up to 20k DEF in the last guild raid season with the right outpost buffs, so they added it to her for that?
      • Seriously, Summoner's Arc brought player damage low enough that enemies could use DEF effectively and make DEF down, Weakness and DEF Ignore potentially useful, but we're already powercreeping back up to the point it'l be irrelevant if Alim try that now.
      • If Gumi want an idea to use it... make a boss with a DEF cap increase passive, and have it get a 10000% DEF buff at some point players need to deal damage through to make the boss buff wipe itself. Boom, buff relevant.
      • Similarly DEF down and Weakness could be made important by making a boss with DEF->ATK conversion. Even if the boss has low DEF, the convert could be 500% DEF->ATK so it's threatening, while also making DEF reducing effects a real reduction to the boss's damage output. 2000 DEF becomes 10000 ATK, but Weakness would reduce that to 5000 ATK and DEF down effects would reduce similar amounts - so these effects would be decent suddenly, even if it's indirectly.
      • /rant
    • Lifesteal here should help Durumn stay at full HP thanks to its guaranteed proc, which in turn makes HC distribution ignore her if she does heal to full and therefore indirectly improves healing to other units by about 20%. That said, most squads should already be getting enough healing before this, so it may not feel particularly valuable.

Active Skills

BB

  • Durumn's BB is a 26 hit AoE which offers a Thunder-specific ATK/DEF/Crit Chance buff, a decent ATK down infliction buff and a 20% Max HP increase.
    • The thunder-specific buffs will stack with non-specific buffs, so you can get 100% ATK/DEF and 60% crit chance from Durumn, and then, say, 150% ATK/DEF/REC from Silvie, and then convert that 250% ATK to DEF with Hallelujah, etc etc.
      • You can also stack another regular crit buff, which may have some value in cases where enemies are resistant but not immune to crit chance. While crits have an inherent cap of 70% chance, this cap is applied after enemy resistance, so you can stack additional crit chance to get high enough that enemy resistance doesn't bring you below 70%. This may have further value in guild raid where outpost debuffs can also reduce our crit chance directly.
    • The ATK down infliction buff has a 30% ATK down value, which is particularly rare and only shared by 4 units - Mifune, Sakura Miku, Wannahon and Long. In other words, Durumn's ATK down infliction buff is one of the strongest in the entire game.
      • Realistically it only loses to Long, who has a 30% infliction rate which beats Durumn's 20% in that part. Outside of Mifune no JP unit has an infliction buff above 20% chance/20% ATK down, and Mifune's only has a 10% infliction rate to counterbalance it.
    • The 20% HP buff is a nice extra, with an SP enhancement available to take it to 30% if you want. HP buffs cannot be removed by enemies and persist through an entire quest or until returning to the map in a raid or GQ, and Durumn's HP buff is particularly potent if enhanced.
      • That brings Durumn's guild raid HP value to 115% by herself, which makes up for not having a second leader. She's probably viable against every guardian except Earth as a result.
    • Durumn's BB and SBB can be enhanced with a 30% BC/HC drop rate buff. This fals short of the standard, but the difference after resistance isn't so high as to make it non-viable in comparison to 35% buffs. Most people will be looking at Durumn for nuking and may not even consider it, however.

SBB

  • Durumn's SBB is a 26 hit HP-scaled AoE with an additional single target attack, which offers thunder-specific ATK/DEF/Crit Chance buffs, BC when attacked, crit damage and thunder EWD.
    • Durumn's HP scaling goes very well with an ATK cap increase in her SP enhancements, allowing her to fairly easily hit well above the maximum of some other units. That said, she lacks spark damage passives and relies on EWD to be effective compared to some other HP-scaled nukers, which may even out the bonus 30% damage she can get, and typical builds for her may not have room for the ATK cap increase unless you coordinate with friends.
      • Durumn needs 2770% ATK to hit the increased ATK cap if we consider her baseline at 1 HP. She gains 700% per 100% HP, so assuming standard leaders totalling 100%, 100% base HP and her inherent baselines (120% thunder ATK buff, 200% minimum, 100% base ATK), her required ATK goes down to 950% - before even considering any squad buffs, spheres or additional LS bonuses. Hitting her 130000 ATK cap should be trivial, but you need to actually take the SP enhancement for it.
    • Her double attack doesn't have any special properties, but doesn't share an ATK cap with the AoE. Unfortunately it's unlikely to benefit from the increased ATK cap, but because additional attacks like this utilize buffs independent of the other attacks in the BB, the single target attack will deal a lot of additional damage if sparked properly.
      • To consider how close to the cap the double attack gets, includng her 120% thunder ATK buff it has 820% ATK and is not increased by HP%. Getting 1950% extra to hit the increased cap seems unrealistic without a UBB buff - even the 1300% needed to hit 99999 damage seems out of reach without giving up more valuable spark damage bonuses.
    • Note how her BB and SBB have the same hit count in the base AoE? I mentioned at the start of the analysis, but these AoEs have identical hit patterns, so Durumns on Auto will always perfect spark their base damage. Shame the double attack doesn't spark this way, unless you're sparking SBB and UBB together.
    • The thunder ATK/DEF buffs here are larger than those on her BB. 20% isn't a terrible loss, but it's worth considering when switching between the two skills.
    • Durumn gives 5-8 BC when attacked, which is the highest value of the buff non-enhanced to date. BC when attacked is typically a very important buff to have, and having it at a higher-than-usual value will help a little towards BB management. people using Durumn in raids are a lot more likely to be getting any value out of this than FH Durumn usage, naturally.
    • The crit damage Durumn grants here is 75% baseline, which is the highest an attacking crit buffer has ever offered in JP BF. It can be enhanced to 125%, which is the highest any unit has ever offered. I've already mentioned a few times that Durumn can do a lot towards reaching teh crit damage cap.
      • Fun fact: Passing the crit damage cap may have some value in raids with only partial crit damage resistance in the same way having extra crit chance does. Wonder if we can force through enough to make crit viable against enemies with 50% resistance?
    • The EWD Durumn offers is only for thunder units, but in return it's a top tier 150% buff, so Durumn gives 300% by herself between SBB and LS. Her UBB can add another 500% if you really want more... oh, but there's also an enhancement to add 50% more to her SBB buf, so that's actually 350%/850% total. Really really high EWD.
    • Durumn gets an additional option for her SBB in her SP enhancements - a DoT effect, which deals 400% damage - so around 23k damage before DEF. This isn't really recommended, but it exists.

UBB

  • Durumn's UBB is a 29 hit AoE/3 hit ST double attack which gives huge crit damage/EWD buffs, 50 BC when attacked and 100% heal when attacked for 3 turns.
    • The AoE will hit the damage cap (technically it's HP scaled but doesn't really need that in most situations), but the ST is only 600% damage stronger than the SBB, and if you don't have her SBB up it's really only 480% stronger. So it's still going to need work to hit the increased cap, though I believe the base cap is in reach.
    • I've already mentioned this, but a fully enhanced Durumn gives 850% EWD total between LS, SBB and UBB. That's huge, but limited by nature of being single element and also just by nature of being EWD.
    • She would also give 675% crit damage, which passes the cap by 125% - you may want to consider leaving out one of her crit enhancements if you plan on UBBing her in your nuke strat.
    • The BC when attacked is generally going to ensure your squad fills completely against AoE, even against most BB drains. So that's nice.
    • 100% heal when attacked is basically "100% mitigation which only applies to things which couldn't kill you anyway". While it isn't completely negligible as it functions really well against enemies which kill you with several strong attacks instead of just one nuke, it won't save you from bosses which kill you with a single attack, which is most of the things you'd want 100% mitigation for. That said, this isn't really the primary function of Durumn's UBB, just a nice bonus if you're using her to nuke something.

SP Enhancements

Durumn got a lot of these, enough that when you build her you have to choose between her personal damage and overall squad damage, but there's also a bunch of utility options and ones which are going to be specific to non-OTKO strategies...

I feel like Gumi gave her a lot of options with the intent of making "OE Plus" really desirable for her. Despite the fact that very few of us have dupes... but Durumn was designed a good 2-3 months ago, and the way Rizky was taking in the BNC video they may have only even thought of making OE Plus recently.

  • 10 SP: 30% HP/ATK
    • Build filler. It's more HP for 10 SP than most units ever get.
    • As her SBB is HP-scaled, this is worth 240% ATK when using SBB. But she can hit the increased damage cap without it, so you should probably only conisder this if you want the extra survivability.
  • 10 SP: 70% Crit Damage
    • Build filler.
    • I've discussed this earlier, but... Durumn gives so much crit damage it's possible to cap her without this when using UBB or dual crit leads.
    • This may be passable as a result. Depends how you're using her.
  • 20 SP: 50% Elemental Weakness Damage
    • Build filler.
    • EWD has no cap, unlike crit damage. Obviously it has its own issues mentioned in the LS section, but at least whether you can use this is only dependent on the enemies.
    • But this is pretty expensive for 50% EWD and may clash with your build if you want to use her LS enhancement - 50% EWD for all units is going to be better than just 50% EWD for Durumn, and if it doesn't cap you, 50% crit damage for all units is also likely to be better... and those two with the LS enhancement use all 100 points.
  • 10 SP: Increase ATK cap to 130000
    • If you can afford this, take it. It's pretty much a 30% damage increase for free for Durumn.
  • 15 SP: Add Damage over Time effect for 3 turns to SBB
    • Mentioned earlier; the damage dealt is roughly 23k.
    • It's actually a cheap option at just 15 SP, but due to the inherent weaknesses of DoT (cannot crit, cannot spark, cannot benefit from EWD), it's not likely to be worth taking if you can afford other damage options.
  • 25 SP: Increase Max HP buff on BB to 30%
    • This doesn't affect Durumn's OTK capabilities, and is instead focused on her usage in hard content (most likely just raids, water targets aren't particularly common in any other end-game content)
    • As far as I'm aware no non-UBB buff is higher value than Durumn's 30%, so this is a fairly decent enhancement. The issue lies in the SP cost clash with her nukey stuff.
  • 25 SP: Enhances SBB EWD buff to 200%
    • Moar nukes for the nuke gods
    • As previously mentioned, thre's no cap on EWD, so if you're going to drop one of the buff enhancements for whatever reason, this one is the one you should keep.
  • 30 SP: Enhances SBB Crit Damage buff to 125%
    • Top tier crit damage buffs all around
    • If you're planning on using UBB with Durumn, you likely don't need any more crit damage for your squad, so this can be passed.
    • If you're not going to be using UBB, however, it's pretty good (unless you're running double Durumn)
  • 30 SP: Add 30% BC/HC Drop Rate buff for 3 turns to SBB
    • It's a solid buff, but the SP cost makes it difficult to build around if you want a more standard Durumn.
    • As a buff addition, you can simply use a unit with BC/HC drop rate if you really need it. I'm not entirely certain what options mono-thunder would have in that regard.
  • 40 SP: Increases Crit Damage on LS to 250%
    • This is the big one. Between this, Durumn's buff and either a crit UBB or any other crit damage leader, you should hit the crit damage cap or close enough that it doesn't really make much of a difference to push further.
    • If you're running 2 Durumn, you'll have to choose whether to be selfish and not give this to your friends for better passives, or take it so they can use your Durumn happily and sub their own for dupe sparking. of course, you're relying on your friends to make good choices for you here as well.
    • The best I can offer is take this anyway, and pair up with friends so that one of you takes UBB/passive enhancements and the other takes buff enhancements. If you're always going to UBB with one then neither really needs the crit damage buff enhancement either.
  • 45 SP: Increase all UBB buff durations to 4 turns
    • Not for OTKO, but for raids.
    • The extra turn of UBB buffs may mean a lot of damage in a short fight run, but comes down to whether you can deal enough damage with the extra turn to make up for having less damage on the turns before your UBB is ready. Might be easier to use with OD fillers.

SP Builds

Well, this is the hard part... Durumn's got so many SP options that 100 SP is nowhere near enough to get everything you'd want. You have to give up a lot more than most units, so if she's still viable when OE Plus is released, you'd probably want to find some way to give her at least 20-30 more SP.

If that ever happens.

Durumn's going to have a whole bunch of options. Some will rely on being able to pair her with a friend's Durumn for nuking purposes, others will be selfish, and finally there's stuff for longer content such as raids. Due to space constraints I guess I'll have to make multiple build tables for this.

Nuke Build (Pair Build A - SBB) Nuke Build (Pair Build B - UBB) Nuke Build (Selfish)
Enhance LS Crit Damage Enhance LS Crit Damage Enhance SBB EWD
Enhance SBB EWD 50% EWD Passive Enhance SBB Crit
35 SP Extra (See Below) Increase ATK Cap Increase ATK Cap
30% HP/ATK Passive 50% EWD Passive
70% Crit Damage Passive 10 SP Extra

The SBB build can choose between adding the extra SBB crit damage for non-UBB turns, or taking passives to fill out the last 30 SP (in both cases you'll give up the 5 SP). The passives you should be choosing for nuke purposes are the Increased ATK Cap and 50% EWD (70% Crit and 30% HP/ATK is also an option if you want to use her elsewhere without regular UBB).

The UBB build has no real choices.

The Selfish build can choose between HP/ATK or Crit Damage passives, with a likely preference for HP/ATK to keep it usable in other modes. But your friends will be sad the LS is bad if you put her up.

Raid Build (Utility) Raid Build (UBB)
Enhance BB HP Buff Increase UBB Duration
70 SP Extra Enhance LS Crit Damage or Enhance SBB Crit Damage
15-25 SP Extra

I left a lot of SP open on the utility build becaue other choices could be restrictive to each other. Technically a utility build should at least consider the BC/HC drop rate buff, and the LS enhancement comes into play as well. Asides from those, you have a lot of choice in the SBB crit damage enhancement and passives, and as a raid build you should probably take the 30% HP/ATK passive.

The UBB raid build doesn't leave a lot of space open. If you choose to enhance the SBB crit damage buff you can take the HP or EWD buff enhance, or in either case take the 30% HP/ATK for survivability and with the SBB buff you could get the increased ATK cap.


Honestly I don't think there's any one best build for Durumn. If you have friends with her, you'd want one that pairs well with their choices; if you want to raid with her there's a lot of choices to be made there as well.

Overall, Durumn is an extremely strong unit in her niche, but doesn't offer much outside of it, which the utility build hopefully alleviates a little, but probably not enough to use her outside of mono-thunder or nuke-able content.

Oh, and if you have her, Long becomes more interesting... as does Silvie if her gate reopens anytime soon.

Some people think mono-thunder will struggle at FH nuking because it lacks element buffs, but it's not too much of a damage loss to slot an out of element element buffer - most of them don't have significant damage output on their own, so losing the EWD isn't actually a huge loss (you could give the unit a crit sphere to still keep crit damage), and using Allanon this way could make it possible to guard frontier with Durumn. Or really pingu folks could just give the important units Ka-rzn spheres and have even more EWD. Whatever works.

In other words I want to see what you people can do with her. Best of luck.

Author
Account Strength
100%
Account Age
13 years
Verified Email
No
Verified Flair
No
Total Karma
27,475
Link Karma
2,108
Comment Karma
25,281
Profile updated: 4 days ago
Posts updated: 8 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
7 years ago