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Full Unit Analysis: Midnight Judge Neferet
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Our latest waifu unit. Gimu knew what they were doing when they gave her those panties. Her posture's gotta be pretty bad for her spine, though...

Neferet is a very solid unit, and in many ways works to replace Holia, though the difference in UBB buffs offers some remaining value to the older unit.


Stats/Arena/Animations

  • Neferet offers a particularly plain-looking stat spread, with almost equal values for ATK, DEF and REC. This actually meas she has fairly above-average DEF and REC in the long run, but her greatest stat is her HP, which is near the top end of OE values, though not supported by 50% HP in SP enhancements.
  • Neferet doesn't have any particularly noteworthy arena traits, so shouldn't be used regularly in colloseum.
  • Her animation is one of the worses ones to come out of Gumi in recent days, even arguably being worse than Durumn; Neferet's attacks have varied hit patterns such that she becomes unreliable if not using her SBB, and with three non-3f gaps and two frame tracks total even in her SBB animation, she will be a pain to spark well.
    • To add insult to injury, she's a teleporter with a particularly slow animation, so she doesn't buff reliably in a one turn scenario and cannot be dupe sparked.
    • Typically speaking, a perfectly timed blanket will miss two hits of her SBB worth 6% of total damage which doesn't sound too bad; however the teleport animation can throw off timing vs different mob patterns, and the same blanket timing misses 10 hits of her BB worth 47% of total damage.
    • Ultimately we should be thankful Neferet isn't a high damage unit; sparking for her is only important as far as BC gen is concerned. But she does have a fairly expensive SBB.

Passive Skills

LS

  • Neferet's LS gives 65% HP/DEF/REC to Dark units, 10% mitigation, 300% BB ATK and Crit immunity.
    • The first thing to note is it's a mono-focused LS, so it should generally be avoided if you're not building mono. This doesn't make Neferet unusable as a sub-unit in rainbow squads, however.
    • Passive mitigation on an LS is always solid. Neferet doesn't give as much as a element-focused or trigger-requiring mitigation LS, but 10% is still solid and only really loses directly in the Regil comparison.
    • 300% BB ATK makes Neferet's LS reasonable for damage output in hard content (or easy content, if it happens to be crit/EWD immune); only spark/BB ATK hybrid LS will generally outdamage this much raw BB ATK unless you focus on HP-scaled units.
    • Crit immunity does what it says on the tin. It's mostly just a bonus here; Neferet provides crit immunity as a buff in her core kit, so this is only relevant in cases where a boss can buff wipe you and has dangerous crits at the same time.
  • Overall Neferet's LS is fairly solid with a mix of survivability and damage, but the mono focus may make it hard to use effectively if you don't have a strong unit pool.

ES

  • Neferet's Es provides a flat 10% bonus to all stats for every dark unit in your squad, and gives Neferet a 30% ATK/REC boost at the end of each turn that can stack up to 5 times for 150% ATK/REC from the end of turn 5 onwards.
    • The stat boost isn't generally going to be necessary for a unit's survival, so again it doesn't hurt Neferet's ability to be used as a sub in mono squads. However, it's still a buff for dark units and makes them more attractive for your empty slots.
      • If you have more than one Neferet (or a unit with a similar ES) the all stats boost stacks
    • The end of turn stats boost, as implied by the name, only begins to apply at the end of each turn. This means that when attacking on turn one you will not have the 30% ATK boost (or the REC boost for converts), but the boost should be up in time to be relevant for converts for the enemy turn. As these stats are fully convertable, Neferet can reach some pretty high values for ATK/DEF depending on converts used.
      • The bonus will disappear at the end of each fight and not carry over into the next wave. In fights where the phase changes simply by enemies transforming or healing, Neferet will retain her stat bonus into the next phase.
      • It cannot be buff-wiped, but should reset if Neferet dies, and possibly also if her ES is locked temporarily.

Active Skills

BB

  • Neferet's BB is an AoE which burst heals, increases max HP by 20% and grants 35% HP->REC conversion and 450% BB ATK for 3 turns.
    • The part of this which stands out the most is the HP->REC conversion, which gives a bonus to REC based on Maximum HP. This buff is larger than similar buffs granted by any competition, which is already a plus, but just having this by itself is fairly strong due to how REC scales various types of healing:
      • Burst heals use 100% of the recipient's REC, plus some amount of the caster's REC (typically 30-40%)
      • HC use 25-33% of the recipient's REC
      • HoT uses a minimum of 10% REC per stackable source of HoT, with some buffs using up to 15%
    • Because Neferet scales REC directly based on HP, she allows us to see minimum healing values for each healing source. Burst heals restore a minimum of 35% HP (plus ~12.5% of the caster's HP, plus base heal), HC restore a minimum of ~10% HP and HoT restores a minimum of 3.5% HP (per stack) plus base heal. This is in addition to any other REC on the receiving unit, which may also be significant especially with Neferet's kit effectively recommending even more REC on SBB.
    • That massive REC buff is paired with a burst heal. Neferet's healer bonus is 40% of her own REC and the heal range is 4.0-4.5k, so for some quick numbers, assuming our squad has 30k HP/3k REC per unit (3767 for Neferet) and 150% REC from tri-stat:
      • Bonus from HP = 30000 x 0.35 30000 x 0.35 x 0.4 = 14700
      • Bonus from REC buffs = 3000 * 1.5 3767 * 1.5 * 0.4 = 6760
      • Baseline = 4250 (average)
      • Final heal = 14700 6760 4250 = 25710 = 85.7% of the unit's max HP
    • Above numbers have some margin of error because I didn't include Neferet's ES or any other potential REC bonuses. Basically unless the recipient unit is Rahotep that makes 85.7% heals an underestimation. From earlier I said Neferet's HP->REC buff is also making HC worth around 10% minimum each, so the unit could be at extremely low health and still be healed to full by one or two HC drops after the burst heal.
    • Neferet's burst heal is applied 40 frames after activating her. If you can slow down HP-scaled units enough that they reach the target after that, the healing will max out their damage output. As Neferet's 40f startup is even slower than Ciara, this may prove difficult unless playing manually.
    • Neferet also boosts Max HP by 20% (30% with an SP enhancement), which makes your units significantly bulkier with no major drawbacks in the majority of content; the HP->REC conversion means it doesn't really become harder to keep units healed after HP-scaled attacks, so there's only one real potential drawback and that's lowering the effectiveness of barriers vs HP-scaled damage. Making the units have better survivability against everything else is much more of a plus, of course.
      • HP buffs can only get removed by returning to the map in raid/GQ. They're not removed by death or buff wipes (or any form of passive lock), and in regular trials at least they're even remembered by the unit slot rather than the unit so they somehow pass on to thenext squad after death. The dwnside to how they work is that regular stack mechanics get flipped over for them - there's no difference between BB, SBB or UBB HP buffs. The game simply keeps the largest buff and ignores all others.
    • Neferet gives 450% BB ATK because apparently healers need big damage buffs. It's nice that it doesn't need an SP enhancement of any sort, and is also pretty friendly for mono-dark squad-building because it lets you cut out Ensa-Taya to just use Elza or Zero.
  • I mentioned this earlier, but Neferet's BB has a horrible animation. If you end up using this thing, be warned that the sparking may be so bad Neferet will struggle to fill for next turn.

SBB

  • Neferet's SBB is an AoE which burst heals and grants 80% REC->ATK/DEF and 450% BB ATK for 3 turns, as well as Crit/EWD/Debuff Immunity for 2 turns.
    • Burst heal, BB ATK, more of the same, etc.
      • By default, Neferet doesn't get the massive REC buff on SBB, and as seen above it adds up to 150% to her healing output by itself. There's an SP enhancement for lazy people who'd rather SBB forever after BBing once for the HP boost, but unless you're taking a squad designed so Neferet doesn't need additional buffs in her SP enhancements, it may be hard to take the pure convenience option.
    • REC->ATK/DEF offers a solid damage/survivability boost if you have decent REC bonuses for your squad. It won't benefit from the REC gained via the HP->REC convert, but any %REC boost will add somewhere between 60-80% of its value to ATK and DEF as well.
      • Neferet's REC conversion can be buffed to 100% convert rate in her SP enhancements, which is very potent if you plan on using it. For the average unit, ATK is around 125~130% of REC, so going from an 80% ATK convert to 100% REC convert will have around the same results if you are using similar amounts ot ATK% and REC% bonuses. For the most part this will happen naturally if you're using all-stats leaders and spheres, unless you have element-specific ATK/DEF buffers such as Keres as sub units.
    • The immunity buffs are very solid at 2 turns, with few other units getting 2 turn immunity buffs anywhere and only Neferet getting them with no SP investment. Typically speaking, immunity buffs are a niche effect that become super important based on content requirements. You'll want to have a unit that can use them, and with Neferet they're a bonus on a very strong healer.

UBB

  • Neferet's UBB is an AoE nuke that applies 100% mitigation for 2 turns, 300% REC->ATK/DEF for 3 turns, 400% REC for 4 turns and Crit/EWD null for 5 turns.
    • Different durations on every buff makes it look weird.
    • 100% mitigation is a very solid UBB buff that works in most content. It simply reduces damage taken to 1 unless the enemy ignores mitigation or removes buffs. For the times where it doesn't work, there's only one effect which generally performs better, which is the UBB angel idol.
      • AKA the only effect on Holia which gives you a real reason to use her over Neferet.
    • The REC REC->ATK/DEF convert is solid; with a 150% tri-stat buff and the other 400% REC buff included in the UBB, plus Neferet's enhanced SBB, you're looking at conversion values like this:
      • 3000 REC 650% = 22500 REC
      • 22500 * 4 = 90000 ATK/DEF
      • That's 8100 more ATK than Mariletta's SBB/UBB pair would give and 27000 more DEF. This is brought up because Mariletta is typically used in the 2 UBB strategy for Savia nuke squads. Neferet pushes the numbers slightly higher, but as those squads typically have a lot of ATK from Savia already, Neferet's extra ATK may only be a signficant advantage for units with ATK Limit Break.
    • The 400% REC alone is likely to make units fully heal each turn, though it doesn't add as much help against DoTs.
    • Finally, 5 turn Crit/EWD null. This is only likely to be relevant if you don't expect to be able to SBB at all for 5 turns, which may happen in some rare content. In most cases it won't mean anything, though.

SP Enhancements

Neferet's SP enhancements offer some points of contention. Generally, how you'll build her will be determined by how many of the buff addition options you can cover with another unit.

  • 20 SP: 30% All Stats
    • Build filler.
    • An overall solid boost, only hurt by how har it is to fit in a build that wants lots of buffs.
  • 15 SP: -25% BB Cost
    • Very strong BB support for Neferet. Remembering that she has poor animations outside of SBB but a relatively high BC cost at 59 total on SBB, reducing it by 12 BC is very helpful for her.
    • BB cost reduction passives at 20% or above open a unit up to 0 BC cost strategies. An extremely strong healer like Neferet is a good option for that kind of strat.
      • To summarize, take this SP enhancement plus two cost reduction LS and two cost reduction spheres (totalling 75% reduction, though most other units that can do this need 80% from sphere/LS). Neferet would be immune to BC drain, would have BB/SBB available at all times and wouldn't need a Fujin to use UBB on the turn OD is activated. Sphere/LS lock could get in the way if present in the content you're doing.
  • 20 SP: Add Ailment Cleanse to BB/SBB
  • 30 SP: Add Ailment Null for 3 turns to BB/SBB
    • A 50 SP kit which makes Neferet cover ailment management on top of her other immunities.
    • This can be really convenient for squad-building - you get all of your immunities and healing in a single unit. As a warning, however, Neferet is one of the few cleansers that has no inherent immunity, so you'll still need to sphere/elgif her for ailment null.
    • At 50 SP total, taking these enhancements really hurts her flexibility with other options. If you can slot another unit for the role, do so.
    • Some squads may be able to take just one or the other depending on what units you're using, or what content you're doing. Generally unless curse is a threat a squad can live with cleanse and no null, or you might be using a unit that can only cleanse and want a null buff in case it doesn't fill consistently or only cleanses on BB and wants to be able to SBB (e.g. Haido).
  • 20 SP: Enhance SBB REC->ATK/DEF conversion to 100%
    • A solid enhancement which more or less makes the REC->ATK/DEF convert competitive with ATK->DEF or DEF->ATK. In extreme cases such as squads with heavy ATK leads or mono ATK/DEF buffs, the other converts will still perform better, but Neferet's buffs will still be an effective substitute.
    • If you plan on using another unit's 80% ATK->DEF convert you can skip this enhancement, but in hard-content style squads the difference will be negligible anyways.
  • 25 SP: Enhance BB Max HP boost to 30%
    • Another solid enhancement. Adds around 900-1100 max HP to your squad depending on the unit receiving the buff.
    • Keep in mind that a max HP UBB will generally still override it. Though generally you're not going to be able to UBB as early in a fight as you'd use Neferet's BB.
  • 35 SP: Enhance BB/SBB's burst heal base value by 1000 HP
    • Effects like this were recently found to not increase REC bonuses despite the data shown in the datamine (a result of some assumptions made long before SP enhancements were even conceived).
      • Long story short, heals have a base REC scaling of 10% with 0 stored in the REC scaling variable, so the datamine prints out 10% REC scaling whenever it encounters a heal with a 0 there. The healing enhancement, which adds 0 to the REC scaler, still shows 10% because the datamine is treating it as healing data, but we're really adding 0 to 0 and still getting the default value (10-15% on HoTs, 40% on Nef's burst heal) as a result.
    • Given our earlier healing value of 25.7k, an enhancement that adds 1000 to its value is only a 4% healing increase, and given that there is likely to be HoT and HC present, 5% more on the burst heal is likely to be completely unnecessary, and 35 SP for it is a scam.
    • Honestly speaking because her healing is so strong it would probably be a waste even if it did increase the REC scaling.
  • 20 SP: Add 35% HP->REC conversion for 3 turns to SBB
    • This is a convenience option which adds Neferet's BB convert buff to her SBB.
    • Given how terrible her BB animation is, not having to touch it after using it for the HP buff is actually really nice (in my opinion). However, it's not necessary unless you really struggle to fill SBB after using BB.
  • 25 SP: Adds 3500-4000 HP Regen for 3 turns to SBB
    • Adds more healing to the healing goddess. This time it's actually fairly valuable. As an entire buff, and with viable numbers, this is a good enhancement on paper.
    • While not at the same base value as an enhanced Selena or Juno, Neferet instead provides her massive REC buff which covers the difference.
    • As a buff addition option, whether this is necessary depends on your squad. If using Elza, for example, Neferet doesn't need it. Her HoT is not better than other units, it just makes good use of her HP->REC convert, and any unit's HoT can do that.
  • 10 SP: Adds HP Regen to BB and increases base value by 1000 HP
    • Mostly a convenience option which lets Neferet get HoT up on BB if you struggle to fill SBB consistently (though, using BB may be part of the problem...)
    • Also increases the value to one higher than common HoT buffs. At this point Neferet does provide more than regular units, but it may not be completely necessary as the amount of HoT needed varies based on content.
    • Some napkin math says it's about a 15% increase to the HoT's value in general situations. Seeing as HoT opposes DoT, it's equivalent to having 3000 DEF or 10% HP added to your units while taking DoT damage

SP Builds

Options, options, options.

Neferet's options depend on which of her buff additions can be covered by other units. Her builds can more or less be divided into "Heal over Time", "Ailment Management", "Both" and "Neither"

Heal over Time Ailment Management HoT Null/Cleanse Neither
Add HoT to SBB Add Cleanse to BB/SBB Add HoT to SBB Enhance SBB REC->ATK/DEF
Choice 1 Add Ailment Null to BB/SBB Add Cleanse to BB/SBB Add HP->REC to SBB
Choice 2 15-25 SP Choice 1 Add Ailment Null to BB/SBB Enhance BB HP Boost
Choice 3 15-25 SP Choice 2 25 SP choice 30% All Stats
Choice 4 -25% BB Cost

In retrospect I should've written that table with the neither option on the left. Would've been neater. We see here with the buff addition options how Neferet gets less choices on passives and buff enhancements as you add more buffs to her rather than relying on other units.

In the Heal over Time build, you get to pick 75 SP worth of options, which will normally give you up to 4 choices from the following list: Enhance HoT, Enhance REC->ATK/DEF, Enhance HP Buff, Add HP->REC to SBB, 30% All Stats and -25% BB Cost. I'm personally a fan of Enhance HoT, -25% BB Cost, 30% All Stats and enhance REC->ATK/DEF (or Add HP->REC on SBB if using ATK->DEF converters). Enhancing the HoT offers your units about the same defense against DoT as the HP buff enhancement at a lower cost, though naturally it doesn't give any defense against other damage sources.

In the Ailment Management build you only get two choices, even though Neferet can't fill 50 SP with two choices if you rule out her HoT buff (that's the next build) and the burst heal enhancement (which I'm ruling out for you - it's terrible). That's how much the ailment management options hurt her build choices... the list of choices is basically the same as before, minus enhancing the HoT buff, but the amount of choices you can take is less, so it becomes harder. Filling Neferet reliably becomes more important if she's your cleanser, so you should probably take the BB cost reduction for one of those choices.

In the HoT Null/Cleanse build, you only get 25 SP of choices. This is either one buff enhancement, the stats passive or enhance HoT BB Cost Reduction. I lean towards the latter because she needs to fill reliably as a cleanse unit, but it's a hard choice to make.

In the final build where she takes Neither the HoT or Ailment Management, Neferet can literally afford every remaining SP enhancement that's worth taking. That makes this build very easy as long as you can bring units which cover cleanse/null and HoT. If I had a Neferet, I'd be doing this myself.


Conclusion

Neferet's a very, very strong healer, although strictly speaking she's mostly an upgrade from Holia/Mariletta depending on your purposes, so you can live without her.

I for one didn't get her from the glitched gate and had no gems left over after Keres and Long to even try to pull for her, so I'm on the "living without her" team - but if you can get her, she's definitely worth trying to use, as she helps mono-dark form a very strong core for hard content. You'd be looking at something like Neferet, Cardes, Elza and Feeva, with open slots for other units as you need them. (Believe it or not, Cardes has very rarely taken SP enhancements which don't clash with Neferet at all)

Mono-dark isn't the only place she works, of course - Neferet's kit fits smoothly into rainbow squads, and having access to every element makes it much, much easier to build a Neferet without ailment management.

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