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โ€ขPosted by4 years ago

A great warrior said to have once sacrificed her life to save mankind. She has been admired in her homeworld by many for her mastery in lightning, and is often depicted wielding her great sword into battle. Although many had taken Esther for dead, she somehow managed to travel to Sylvie's current timeline to continue her never ending fight against evil.

I want to make a few things clear. There has been a lot of hate towards me for pointing out a major flaw within Esther's kit that had to be said either way. There were many who agreed to me and many who disagreed and that's fine. But there were also many many people who insulted me and while they don't hurt me at all it upsets me to now read these people actively blaming me. The development team did not use any of my suggested numbers, I had no contact with any SQEX / GUMI employee and it's ridiculous to get literally mad at me for that.

I appreciate the criticism and discussions many started, I've read them all.
I apologise towards the people I disappointed or who are sad to see the nerf.
I do not apologise towards the people who blame me for it in a disrespectful manner and are legit mad at me for making a post that polarised many players regarding Esther.

The way they adjusted Esther at what exact timing is a two-edged sword. We took information from a technically unofficial source but we also have no other access to in-game information without datamining.
They know we datamine and that leaves a bitter taste in my mouth but at the same time we shouldn't datamine. I'd defend their position if they actually gave us in-game information without datamines.

One thing I want to say though before we jump into the review: News Banners pretty much always include "Subject to change" disclaimers nowadays. Keep that in mind.

Enough rambling, happy easter and time to review!

There will be a comparison to the expected Akstar version, too!

ย?

Esther Esther Overview by Memel0rd

Trust Master Reward : Storm Kickers (Accessory) - 45 ATK, 10 DEF, 20% HP, 15% LB Damage, Stormborne (Esther Only)
STMR : Storm Bunny Jacket (Clothes) - 800 HP, 40 ATK, 10 DEF, 50% Machine / Stone Killer, 20% HP + 30% ATK (Esther Only)

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Overview:

Esther is a metabreaking unit with very self-efficient tools and even some team support if needed.

Her base stats are great with high HP and ATK as well as good DEF and SPR. This gets amplified by a lot when you take her passives into account. With two copies of her own TMR and TMR ability Esther ends up with a total of 140% HP, 80% DEF, 30% SPR and a whopping 230% ATK + 150% TDH (/250% DH). These passives are nuts, but hang on, she also comes with innate 30% physical evasion as well as amazing resistances.
Esther is resistant against paralyze, petrification, stop and charm. She also has an innate 150% machine / stone killer, which can be pretty neat occasionally.
If her survivability wasn't good enough, Esther is capable of ignoring a fatal attack once for an 80% chance above 10% HP. Outstanding.

Esther can multi-cast all of her abilities except for 3. One of them will never be used (Shock Flash) and the other two are emergency tools.

These two abilities are Charged Protection and Stasis Bound. Why are they basically used for emergencies? Well... Charged Protection is a 1 Turn Aoe Physical cover and Stasis Bound a 2 Turn Provoke. Since you can't multi-cast them I'd not advise to use them unless your tank died. Luckily Esther can actually take a hit through her bulk and her guts passive.

Being able to break even for lower numbers can be handy if you have nothing else to use in that turn. Esther has two on-demand breaks, an AoE 50% ATK/MAG and DEF/SPR break as well as counter chains.
Counter chains were pretty much introduced by Lilith and Lucius, though Esther can also function similarly as she has a 40% chance to counter each attack with Static Barrage, a 250%~450% Divine Ruination chain that also fullbreaks the enemy by 50% for 1 turn. If you proc it multiple times on both Esther copies this really adds up a good amount of damage and can help to avoid threshholds.

Esther has a set of abilities that are mostly useful for either self-sustainment or if the boss dispels you / himself.
Storm Brand - 560% Bolting Strike chain (new family) with a self 5 turn lightning imbue
Storm Calling - 430% AT chain with a 2500 HP + 65 MP recover
Demagnetizing Strike - 700% BS chain with a 75% lightning imperil
All of these also increase her LB gauge but for that there are better abilities to use. In our rotation I will use Demagnetizin Strike once in the first turns of the fight.

Her best on-demand chain is Bolting Strike itself despite not benefitting from the modifier boost of Combat Drive. It has a 800% modifier with an AoE 60% DEF break but also increases her LB gauge by 20. Due to her high access to T-Cast this means we can get up to 60 LB crysts, which is her entire LB gauge.

Combat Drive will be used at the start of the fight as it provides a 3 turn 200% ATK buff as well as a modifier boost for Demagnetizing Strike to make it go up to a 1000% modifier. The modifier boost can't be dispelled though that's not very likely to be useful.
If you get lucky with her counters they also receive a 150% modifier buff.

Her two CD abilities are really good.

Shock Embrace is available at Turn 1 with a 5 Turn cooldown, imperils all enemies' lightning resistance by 100% and adds lightning element onto Esther's attacks for 5 turns, which means you can use it in a perfect rotation as long as dispels are not taken into account.
It also grants T-Cast for 4 turns as well as filling 20 LB gauge.

Storm Clouds is another AT chain with a 1100% modifier, a mod increase to Storm Calling for 2 turns (300%) and increases her LB gauge by 30. This will be used at the start of the second rotation, but if you want Esther to be used as an AT chainer will also be quite important.

This leaves us with her actual LB and it is monstrous.
GL now has access to two different materias that increase LB damage. The materia obtained through beating Asura (30% ATK + 30% LB damage) and Kyano's TMR (50% LB damage).
Luckily Esther's TMR herself is an accessory that adds another 15% LB damage each, she gains 30% LB damage through passives and her LB also increases LB damage!
Her LB at max level costs 60 crysts, which is no problem at all. You can use it every other turn with ease and often enough no external supports.
Her LB has a 2800% effective modifier with 30 hits, T-Cast enable for 3 turns and after being used buffs her own ATK by 250% and LB damage for 35%! This means her second LB will be even stronger. On top of it her LB has Aureole Ray chains, which many units in GL have nowadays, so you can even use her alongside a support chainer like Loren and still deal a ton of damage.
Its drawback is a 1500 self damage next turn but her huge bulk pretty much negates this negative effect. Though... it deals thunder damage and once you equip her TMR Esther absorbs all thunder damage, which heals her for 1500 instead of damaging her. So no drawbacks at all.

ย?

How does she fare in the meta?

Esther is a monster and will last for a super long time.
Even after the introduction of CG Bartz, who is a stronger damage dealer than her, Esther can still compete with his damage output while also having a ton of innate bulk. If you really want to Esther does have AT chains, W-Cast / T-Cast available but she is significantly weaker as an AT chainer, especially compared to Akstar. If you want to focus on AT chains in the future she might not be the best investment, however everything else aside from that is enormous.

Esther has a massive bulk with 13000 HP + 600 DEF + 30% phys evasion without even trying while also having a guts passive. This can be amplified if you need even more bulk, though compared to many other current chainers this is a huge difference in stats.

She easily outdamages Crimson, Jecht and Sora, dealing more than double of their damage and almost even dealing double the damage of the Akstar version that we expect to get released.

Esther is super easy to use through very self-sufficient abilities and LB fill methods while dealing a ton of damage and not requiring any STMR gear to deal a ton of damage.
Her huge bulk, easy usage and massive damage as well as great future make her a must-pull for any F2P currently that want a future proof damage dealer as well as possibly having frames that CAN become important in the future depending on the GLEX units we are going to see.

If you want her to, Esther is not elemental locked. All of the abilities I use in the rotation are non-elemental, thus if the boss is resistant against thunder you can bring e.g. Ignacio to turn her into a fire chainer.

Her TMR is great and her STMR is really strong on herself, though the latter isn't worth investing into if you want to keep two Esther's at all times.
She's also great in the arena for innate W-Cast, AoE chains, massive bulk + evasion as well as stop / charm resistance.

ย?

Build + Maths:
Lion Heart (150 ATK, 2h, 1.3x avg variance)
Prishe's Hairpin (45 ATK, 10% HP/MP)
Hyoh's Clothes (28 ATK, 42 DEF, 30% ATK)
Storm Kickers x2 (90 ATK, 20 DEF, 40% HP, 30% LB Damage) + 30% ATK/HP, 30% LB Damage, 100% TDH
War Goddess' Insignia (30% ATK, 30% LB Damage)
Heart Overcoming Hatred (50% LB Damage)
Dark Knight's Knowledge (30% ATK, 50% TDH)
Buster Style (100% TDH)

Stats with Titan 3*:
13621 HP
497 MP
2493 ATK
567 DEF
351 SPR Build

To determine how Akstar compares to Esther, we first have to take a look at his damage output. Time to math!
I apologise for Akstar's ability names. You can CTRL + F them on the Reddit Wiki in order to find out their effects. From what I know he has no localised ability names yet.

ย?

CG Akstar Akstar Damage:
Akstar Damage

2898 ATK post 100% buff
3304 ATK post 250% buff

Chain mods:
3,386 ( ๆ˜Ž้กใƒป่™š )
3,6115 ( ็‚Ž็†ฑ โ”€็ฐโ”€ / ๆฅตใƒปๆ˜Ž้ก / ็œŸใƒปๆ˜Ž้ก )
3,8335 ( Limit Burst)

Turn 1: CD + 3304^2 x 5.6 x 3.386 = 206992713 ( ๅฎŒๅ…จใชใ‚‹็„กใฎๅขƒๅœฐ + ๆ˜Ž้กใƒป่™š )
Turn 2: [ 3304^2 x 3.2 x 3.6115 + ( 3304^2 x 3.3 + 3304^2 x 3.75 ) x 4 ] x 1.75 = 759503093 ( ็‚Ž็†ฑ โ”€็ฐโ”€ + ๆ˜Ž้กใƒปไนฑ + ๆ˜Ž้กใƒป้‹ญ )
Turn 3: [ 3304^2 x 7.25 x 3.6115 + ( 3304^2 x 8.5 + 3304^2 x 9.75 ) x 4 ] x 1.75 = 1894772218 ( ๆฅตใƒปๆ˜Ž้ก x3 )
Turn 4: 3304^2 x 29.8 x 3.8335 x 1.75 = 2182377410 ( Limit Burst )
Turn 5: [ 3304^2 x 21 x 3.6115 + 3304^2 x 30.5 x 2 x 4 ] x 1.75 = 6110165019 ( ็œŸใƒปๆ˜Ž้ก + ๆฅตใƒปๆ˜Ž้ก x2 )
Turn 6: [ 2898^2 x 14 x 3.6115 + 2898^2 x 14 x 2 x 4 ] x 1.75 = 2389192667 ( ๆฅตใƒปๆ˜Ž้ก x 3 )

Turn 7: CD + 3304^2 x 7.1 x 3.386 = 262437190 ( ๅฎŒๅ…จใชใ‚‹็„กใฎๅขƒๅœฐ + ๆ˜Ž้กใƒป่™š )
Turn 8: [ 3304^2 x 3.2 x 3.6115 + ( 3304^2 x 4.8 + 3304^2 x 5.25 ) x 4 ] x 1.75 = 988747829 ( ็‚Ž็†ฑ โ”€็ฐโ”€ + ๆ˜Ž้กใƒปไนฑ + ๆ˜Ž้กใƒป้‹ญ )
Turn 9: [ 3304^2 x 11 x 3.6115 + 3304^2 x 11 x 2 x 4 ] x 1.75 = 2440052314 ( ๆฅตใƒปๆ˜Ž้ก x3 )
Turn 10: 3304^2 x 29.8 x 3.8335 x 1.75 = 2182377410 ( Limit Burst )
Turn 11: [ 3304^2 x 21 x 3.6115 + 3304^2 x 30.5 x 2 x 4 ] x 1.75 = 6110165019 ( ็œŸใƒปๆ˜Ž้ก + ๆฅตใƒปๆ˜Ž้ก x2 )
Turn 12: [ 2898^2 x 14 x 3.6115 + 2898^2 x 14 x 2 x 4 ] x 1.75 = 2389192667 ( ๆฅตใƒปๆ˜Ž้ก x 3 )

Average 1-6: 2,257,167,186
Average 1-12: 2,326,331,295
-> 104% higher than Sora ( 1,143,081,268 )
-> 77% higher than Jecht ( 1,315,657,191 )
-> 33% higher than Crimson ( 1,755,403,103 )

Not bad, not bad. Not as high as I expected but still really high. This shows though that many players expected Akstar to be way higher, which isn't the case. A bit salty now to have read comments like "Akstar is able to triple everyone but Esther isn't???" when Akstar isn't even capable of dealing double of Jecht's damage. It would have been a powercreep spike either way.

ย?

Esther Esther Damage:
Esther Damage

3035 ATK post 200% buff
3171 ATK post 250% ATK buff

Turn 1: Shock Embrace + Combat Overdrive
Turn 2: [ 3035^2 x 10 x 3.6115 + 3035^2 x 10 x 4 x 2 ] x 2 x 1.3 = 2780859616 ( Demagnetizing Strike x 3 )
Turn 3: 3035^2 x 28 x 2.4 x 3.814 x 2 x 1.3 = 6138195274 ( Limit Burst )
Turn 4: [ 3171^2 x 8 x 3.6115 + 3171^2 x 8 x 4 x 2 ] x 2 x 1.3 = 2428533762 ( Bolting Strike x 3 )
Turn 5: 3171^2 x 28 x 2.75 x 3.814 x 2 x 1.3 = 7677807972 ( Limit Burst )

Turn 6: Shock Embrace + [ 3171^2 x 8 x 3.6115 + 3171^2 x 11 x 4 ] 2 x 1.3 = 1905661230 ( Bolting Strike + Storm Clouds ) 
Turn 7: 3171^2 x 28 x 2.75 x 3.814 x 2 x 1.3 = 7677807972 ( Limit Burst )
Turn 8: [ 3171^2 x 8 x 3.6115 + 3171^2 x 8 x 4 x 2 ] x 2 x 1.3 = 2428533762 ( Bolting Strike x 3 )
Turn 9: 3171^2 x 28 x 2.75 x 3.814 x 2 x 1.3 = 7677807972 ( Limit Burst )
Turn 10: [ 3171^2 x 8 x 3.6115 + ( 3171^2 x 8 + 3171^2 x 11 ) x 4 ] x 2 x 1.3 = 2742257281 ( Bolting Strike x 3 )

Average Turn 1-5: 3,805,079,324
-> 69% higher than Akstar ( T1-6: 2,257,167,186 )

Average Turn 1-10: 4,145,746,483
-> 78% higher than Akstar ( T1-12: 2,326,331,295 )

-> 259% higher than Sora ( 1,143,081,268 )
-> 212% higher than Jecht ( 1,315,657,191 )
-> 135% higher than Crimson ( 1,755,403,103 )

As we can see... she deals a lot more damage than Akstar, starts off way faster with a much larger burst turn and continues to use her LB every second turn. The only turn where it's not 100% reliable without any support is Turn 7 as we only filled up 52 of her LB gauge, though I'm quite sure you will somehow get the missing 8 LB crysts over 3 turns from prior chaining or LB fill supports.
She deals 69~78% more damage than Akstar (a tad higher in even longer fights), which is just incredible. Despite her nerfs she's still more than double as strong as Crimson, our prior #1 chainer.

ย?

Character Design: 9/10
Sprite: 9/10
Chainer: 9.9/10
Trust Master Reward: 9/10
STMR: 9/10
Arena: 9.5/10
Limit Burst: 9.5/10
Future Proof: 9.5/10
Free 2 Play: 9.5/10
Pay 2 Play: 9.5/10
Personal Rating: 9.5/10
Optimal Rating: 9.5/10

ย?

ย?

Do you now see why a nerf on her unit was needed?
Despite the nerf she is still way way way ahead of our current meta with way higher bulk, way higher damage and way easier to use.

Happy Easter and good luck with the pulls!

ย?

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โ€ขPosted by6 years ago

https://www.youtube.com/watch?v=8HYh_5Et3XQ

  1. Nier collab. A2 and Eve are global exclusive units on the banner (so 5 units, 2 5* and 2 4* sadly). Tm moogle in the raid confirmed. Some gear

  2. Global exclusive Marlboro trial.

  3. Abbility awakenings for: Randi, Primm, Soleil, Grace, Popoi, Aiden and Fina. As mentioned by /u/cingpoo at 11.08 they say marie but she is not on the picture. Last time they also mixed up roselia and rosa so there is a high chance that marie gets her abbility awakenings as so far every batch had 2 5* abbility awakenings.

/u/peetasbuns : Someone asked on Twitter about Marie. Seems like she is included

https://twitter.com/FFBE_EN/status/894488668835987458

4. Ramza enhancements not in the immediate future (whatever that means).

5. 3rd ariana collab in august.

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โ€ขPosted by6 years ago

https://www.youtube.com/watch?v=VqXrFGQa7Cc

I can't wait. It looks so good!

Happy April Fool's, by the way.

Edit: If you click on the short link in the description, you can see some screenshots after you close the video. Link is dead. Blame Square Enix.

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โ€ขPosted by5 years ago

The Delta Star of the Aldore Orders, a group of elite warriors directly under the command of the Emperor of Aldore, who rose through the ranks in record time. Hyoh's identity is a total mystery. He rarely interacts with any of the other Orders, yet Nagi of the Iota Star seems to follow him everywhere regardless of his indifference.
Please don't spoil anybody about his identity. Some of us, me included, already know what's happening due to playing the JP story. :)

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Hyoh Review by Memel0rd

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No innate weaknesses | No innate resistances

Trust Master Reward: Hyoh's Clothes (Clothes) - 28 ATK, 42 DEF, 30% ATK with Large Swords

STMR: Ultima Weapon (Large Sword) - 180 ATK, 1-H

ย?

HPMPATKMAGDEFSPR
4762211203142180170
(+540)(+90)(+65)(+40)(+40)(+40)

ย?

Extreme Nova (Base / 30 LB-Crysts): 30-Hit Physical damage (16.1x) to all enemies

Extreme Nova (Max / 30 LB-Crysts): 30-Hit Physical damage (19x) to all enemies

ย?

Link to the wiki entry: https://exvius.gamepedia.com/Hyoh

ย?

Spoilers: Hyoh is a monster.

I also really like that his ability names match his story and character so well.

Hyoh's basestats are great. High ATK with good HP/DEF/SPR and decent MP. Once fully level'd up Hyoh gains a total of 110% ATK with Large Sword, 50% HP, 20% MP/SPR and 5% MP refresh, which is really nice. At the start of the battle or upon reviving him Hyoh automatically buffs his own ATK by 100% for 3 turns, making abilities like Craddle of Horns a lot better now due to not lacking ATK buffs.

His own Trust Master adds a lot to any large sword user, which is a great boost for Hyoh. Not only does it have 28 ATK, which is the highest ATK chest obtainable outside of STMRs, but it also increases your ATK by 30% when equipped with a Large Sword, making for a huge ATK gain.
But when Hyoh equips it he gains 100% True Doublehand innately making it more than just worth it. He can also counter physical / magic hits by 30% with a self enable Triple Cast, however this is pretty luck based. If both of your Hyoh's get it on turns where you don't have T-Cast anyway that can be a large damage boost.

Hyoh at 6* gains W-Ability for most of his abilities. Every ability can be dualcasted except for his self buffs and Dual Slash.

Not having W-Ability on Dual Slash won't hurt him. It's the kind of "use me for events" ability. In fact, it's the exact same as VotD's Dual Slash. Story Theories aside, for any kind of event this is a cheap ability that can easily clear most waves except for some LGD King Mog bosses as long as your ATK is high enough.

Some slight utility coming from Hyoh is Unknown Traitor. Slight AoE fixed damage with an AoE Dispel. As I always say: AoE Dispels are useful in a lot of different fights. Especially the damage dealing ones can be used on your own team. Though... be careful. Hyoh's high ATK might kill you if you use it on yourself. I don't recommend doing that.

Hyoh is able to chain with two families perfectly. The Divine Ruination family as well as the Onion Slice one, though the latter isn't as prominent.

Ruthless Blade is still worth mentioning because of that. If you only have Onion Knight to go with you still have options to chain Hyoh with him. Though be careful, Onion Knight's enhanced Onion Slice (enabled through using an enhanced splendor) has different frames. The first 6 hits of his ability are ST and the last 6 hits are AoE. At level 110 this goes from a total 350% modifier to 450%.

Chaining with the Divine Ruination family is currently an amazing trait. It's a large family with many members. Hyoh not only has one, not two but four different abilities that share the same frames.

His first two ones are Flame / Voltage Blade. Both have a 350% modifier and either a 60% fire or thunder imperil for 3 turns. You'll use them before Turn 5 quite often.

The third ability is Servant of the Blade, which is one of the most well known abilities for backloaded chains.
The first 6 hits of it have a total 50% modifier against one enemy, which sounds pathetic. The last hit is an AoE 360% hit, so most of its damage comes from the last hit which means he basically self caps his own chain.
However at level 120 it gets a 50% modifier boost. This means the first 6 hits now have a 100% modifier and the last hit has a 460% modifier. So we are looking at a total 560% mod with backloaded damage.

Lastly he has Phantom Blade, which is firstly available at Turn 5 and has a 5 turn cooldown. But the increase in damage is ... massive.
Just like Servant of the Blade Hyoh's first 6 hits are ST and the last one is AoE. In this case both parts of the ability have a 560% modifier for a total 1120% modifier. What's different though is that it includes an AoE 3 turn 100% Lightning / Fire imperil. IF you use two Hyoh's you might want to preserve it for one of them to keep the 100% imperil up at all times.

His second cooldown ability makes Hyoh even more powerful. Available on Turn 1 with a 5 turn cooldown you will gain Triple Cast for all abilities that were previously able to be dualcasted for the following 2 turns. During that time Hyoh will have a 200% ATK buff and upon casting it also recovers all of his HP. This results in a large damage spike when combined with his Phantom Blade and makes Hyoh such a strong damage dealer.

We are missing one last thing... Hyoh's Limit Burst. It does take quite a lot to get to with 30 crysts, but it pays off.
At max you have an AoE 30 hit LB with a total 1900% modifier. This deals devastating damage as it can perfectly chain with a dupe Hyoh. This scales really well with Squall's STMR in case you have it.
What makes it even more interesting for 10 man trial or possible LB kill missions is that it chains with BS Sakura's and Kid Rydia's Limit Burst as well as partially with Awakened Rain's limit burst.

All in one we have ourselves a mighty damage dealer.

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Hyoh only has very few cons currently.

Hyoh's MP consumption can hit outstanding levels and you should be prepared for that. With his Triple Cast available as well as his Phantom Blade you can hit 200 MP on that one turn. On off turns he still consumes ~100 MP. His own 5% MP refresh barely do anything, so if the fight lasts longer than a few turns you should watch out. This is probably his biggest con as of right now.

The lack of status ailment protection can hurt you when you lose a lot of ATK through equipping e.g. a Ribbon. This is the same case for Hyoh. Unless you will just cure it you might lose out on a lot of potential ATK to make Hyoh resistant against some fights.

Other than that the last con is nitpicking.
Hyoh loses out on potential from not imbueing any element onto himself. Bomb Arms also isn't a good option because it doesn't fit really into his rotation due to its 3 turn limitation. This means either you use a 1H elemental Large Sword or you will need an external imbue. If you have Nalu's STMR that is the best option for him EVEN if you lose 110% total ATK from that.

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Hyoh doesn't have enhancements in JP.
Hyoh, once we get the next 7 batch, will receive huge support for early fights*. While I made a comparison thread about Nyx VS Hyoh , Nyx also works insanely well WITH Hyoh. Nyx has a CD ability on Turn 1 that kills himself in return of filling everybody else's LB gauge by 28. This means if you have an Ayaka / CG Nichol on your team as well as Nyx 7 star you can have Hyoh's LB ready at level 1. And most content will simply melt away against Hyoh's Limit Burst.
While some future units will match his damage, e.g. Tidus (slightly lower) and Nyx (slightly higher), they aren't as easy and comfortable to use as Hyoh while his potential over longer fights increases. Over the course of time powercreep will beat Hyoh with units such as Randi and then units like Jecht, but it only gets really noticeable when we reach Akstar and Citan, who are both far in the future. And Citan isn't even confirmed to come to GL. But even then his Divine Ruination frames might still be serviceable for you. Hyoh is the most future proof damage dealer in GL so far.

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No limited TMRs, one No STMR build and one with STMRs.

No STMR Build

Flaming Blade Agni (125 ATK, Fire)
Prishe's Hairpin (45 ATK, 10% HP/MP)
Hyoh's Clothes (28 ATK, 42 DEF, 30% ATK) & 100% TDH
2x Marshal Gloves (80 ATK, 100% TDH, 4 Auto LB)
Buster Style (100% TDH)
Large Sword Mastery (50% ATK)
Proud Fencer (40% ATK, 20% HP)
ADV 5 (40% ATK/DEF/SPR)

Stats with Titan 3*:
9675 HP
437 MP
2207 ATK
438 DEF
399 SPR

-- Full STMR Build

Vajrayana (175 ATK, Thunder, ~1.25x avg variance)
Genji Helm (45 ATK, 15 DEF, 2 SPR)
Hyoh's Clothes (28 ATK, 42 DEF) & 100% TDH
2x Marshal Gloves (80 ATK, 100% TDH, 4 Auto LB)
Buster Style (100% TDH)
A Lion's Heart (+55% LB Damage, 3 Auto LB)
The Subservient (80% ATK, 2000 HP damage / turn)
Dragoon's Pride (60% ATK)

Stats with Titan 3*:
8084 HP
407 MP
2139 ATK
365 DEF
317 SPR

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Hyoh as a 6 unit is surprisingly good.*
He has high ATK, has access to his Servant of the Blade as well as W-Ability and can still imperil. His LB also still chains with his 7 star counterpart so you can easily pair him up with one of your 7 star Hyoh friends.
Even outside of that, W-Abilty with DR frames can always be useful. So as long as you have to wait for Hyoh's event to wait to e.g. UoC him, his 6 star form is more than serviceable.

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Hyoh is really strong in the Arena.
Why? His abilities that first deal ST damage and then AoE don't get reduced by damage contribution. They both deal up to 999 damage, which means you will deal 2x ST damage and x2 AoE damage. His Onion Slice move perfectly chains and you will see strong tanks in Arena at some point, making the ST chains quite effective as he has 4x damage against them. Access to easy 100% accuracy with W ability and high chain damage....
Only issue is his lack of status ailment protection.

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Hyoh Damage Output
- Damage Comparison -

Let's take a look at Hyoh's damage output with TMRs and how he compares to other chainers currently. This is taking average damage into account, keep that in mind.

Hyoh's Damage
Assuming 100% / 200% ATK buff
ATK post buff: 2476 | 2743
Assuming spark chains

Backloaded chains are split up to make it easier to calculate.

Turn 1: 2476^2 x 3.5 x 3.21 x 1.3 + 2476^2 x 5.6 x 4 x 1.6 = 309,259,971 (Flame Blade + Servant of the Blade)
Turn 2: 2476^2 x 1 x 2.82 x 1.6 + 2476^2 x 4.6 x 4 x 1.6 + 2476^2 x 5.6 x 4 x 1.6 = 427,865,160 (2x Servant of the Blade)
Turn 3: 0 (Cooldown Ability) t-cast + 200% ATK
Turn 4: 2743^2 x 3.5 x 3.21 x 1.6 + 2743^2 x 5.6 x 4 x 1.6 x 2 = 674,576,137 (Flame Blade + 2x Servant of the Blade)
Turn 5: 2743^2 x 5.6 x 2.82 x 1.8 + 2743^2 x 5.6 x 4 x 1.8 + 2743^2 x 5.6 x 4 x 2 x 2 = 1,191,400,053 (CD Ability + 2x Servant of the Blade)
Turn 6: 2476^2 x 19 x 3.8 x 2 = 885,255,174 (Limit Burst)


Average: 520,620,264 (5 turns)
-> 122% higher than Orlandeau ( 234,353,751 )
-> 99% higher than Lightning ( 261,137,574 )
-> 84% higher than Squall ( 282,433,060 )
-> 80% higher than Shadow Lord ( 289,544,357 )
-> 51% higher than Adam Jensen ( 345,728,425 )
-> 42% higher than Nalu ( 365,676,755 )

With LB: 601,160,280 (6 turns)
-> 156% higher than Orlandeau ( 234,353,751 )
-> 130% higher than Lightning ( 261,137,574 )
-> 123% higher than Squall ( 282,433,060 )
-> 101% higher than Shadow Lord ( 289,544,357 )
-> 74% higher than Adam Jensen ( 345,728,425 )
-> 64% higher than Nalu ( 365,676,755 )

Yeah... you can see that Hyoh is far far higher than our current chainers. Hyoh is a powerhouse that also works insane in 10 man trials and can swap elements quite easily without any real drawbacks.
Easy to use, huge damage output and the longer the fight the higher his average damage will be, too. And if you get lucky and both Hyoh's get a T-Cast counter on turns where you don't have it up already... more damage again!

For some other comparisons, I opened a thread about Nyx VS Hyoh : https://redd.it/9ew09u

There is also a reddit thread covering DefiantHermit's damage spreadsheet. Do note not every unit is added with their STMR builds: https://redd.it/9f07xv

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Trust Master Reward:

Hyoh's TMR for any Large Sword user that can equip clothes is just ridiculous. 28 ATK per se is already the highest ATK chest gear that we have outside of STMRS, so only for that it's worth getting as it adds a total 32 ATK with 300% TDH over Training Clothes. But it also adds 30% ATK when equipped with a Large Sword AND 100% TDH on Hyoh himself. Easily BiS for him and many other Large Sword users. Great TMR.

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Super Trust Master Reward:

His STMR isn't that exciting though. It's a 180 ATK 1-H large sword with nothing else added. You are better off making two 7* Hyohs than grabbing that one. For future TDW units this will be interesting but for himself there isn't much use for it other than hitting future parameter missions.
The superior TDH version will come soon with Cloud.

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Conclusion:
Hyoh, as I said earlier, is a monster.

The powercreep that comes with him compared to our current roster is just outstanding and Hyoh will also last for quite a long time.
At no point in the fight is he lacking damage. He can deal a lot of consistent damage as well as huge burst damage with his Limit Burst and Triple Cast capabilities. The self 200% ATK buff helps a lot and Hyoh scales insanely well with current and future STMRs to only increase his potential.
In the future there will be even more units that make Hyoh better. BS Sakura's 7* can imbue him with thunder while being a strong thunder finisher herself and having support capabilities. Emperor Shera can chain with him for the most part while imbueing Hyoh with fire, which is strong for 10 man trials.
Overall Hyoh is in a similar spot where Orlandeau was upon release: Most people want him, most people hyped him. And there's definitely a reason for that.
Hyoh's even good as a single 6 star and his additional GL step up features Awakened Rain, who is also one hell of a unit. There's not much reason to not go for him other than you not wanting him or being content with your future 7 stars / not feeling the need of Hyoh.
Otherwise... No excuses.

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Character Design: 7/10
Sprite: 10/10
Chainer: 9.5~10/10
Trust Master Reward: 9.5/10
STMR: 7/10
Arena: 9/10
Limit Burst: 9.5/10
Future Proof: 8.5/10
Free 2 Play: 9/10
Pay 2 Play: 9.5/10
Personal Rating: 9.5/10
Optimal Rating: 9.5/10

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[On-Banner Reviews]

Nah, Nah.

ย?

I'll make a small post about Awakend Rain over the next few days.
I will also pull on the 11k Step Up for Hyoh, but I only really want one of him for his TMR. Nyx awaits.

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โ€ขPosted by4 years ago

The protagonist of "Fundamental Forces," a graphic novel popular throughout the whole of Paladia. Written by a relatively unknown author as his first published work, it unexpectedly captivated the hearts of both children and adults alike with its intricate story-line full of riddles. Fans of the series usually refer to it as "FF" for short.
Here we have it, after my first initial glance at Elena at long last, the review.

Elena Review Elena by Memel0rd

Trust Master Reward : Astraea (Sword) - 150 ATK, 130 MAG, 2-handed, 1.35x AVG variance, Elena Only
STMR : Warrior of the Crystal (Materia) - Increase ATK/MAG (60%)
Increase equipment ATK/MAG (50%) and accuracy (25%) when single wielding any weapon

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Overview:

Elena, unnecessarily complicated to look at and describe, though once you get the hang of it she's quite linear. If my explanations aren't on-point, please bear with me.

Elena starts off with pretty hefty base stats, which are very important as hybrid gear barely offers defensive stats. Every stat of hers is... high. And her passives are, too! With her own TMR she has 110% HP/DEF/SPR, 80% MP, 200% ATK/MAG AND 200% TDH/MTDH. Now if that isn't beastly for a damage dealer... idk. On top of it she has 20% phys and magic evasion... I'd say that's not bad. With an additional 15% MP refresh and 50% human / demon killer she makes for a great first impression. Elena is resistant against blind, paralyze, confusion and petrification, which is a decent roster of immunities.

Elena has a shit ton of abilities and while none of them are useless, many are so self-explanatory or too niche to be mentioned:
Reset Stance, Purifying Slash, Reinforce Stance, Aurora - Valor, Aurora - Radiant Might, Aurora - Brilliance, Blossom - Vigilance, Blossom - Frost Hedge, Blossom - Regrowth.

If you pair her up with Morgana, which I'd not really recommend in most scenarios, she gains a 100% demon / human killer buff for as long as Morgana is alive.

Now that we've broken down which abilities are self-explanatory or too niche to be used (including all the unlockable abilities except if you need stop / charm immunity), Elena's kit went from a huge clusterfuck to... pretty simple.
You have to keep in mind that her CDs can't be T-casted and can't be casted alongside her chains. Thus most ideally you'd use them alongside an imbue. However the damage abilities can be T-casted with all other non-CD abilities that weren't mentioned in the ability list earlier on. Still sounds a bit complicated but... oh well.

For her imbues it is recommended to go with the light imbue due to the optimal damage output, though the damage drop wouldn't be huge and if you can provide higher external imperils it doesn't matter. Elena can imbue herself for 5 turns with water, lightning, ice and light, which is a large selection to choose from. She also imperils the respective element by 50% for 5 turns.

Not only does she have four different imbues, nonono. She also has 4 different chain families with Bolting Strike, Aureole Ray, Stardust Ray and Disorder. All of them have different modifiers and receive different modifier boost. For optimal damage, her Bolting Strike move (Blade of Crystal) will almost always be the best as it receives 800% from passives, from Way of the Blossom / Aurora, 1800% from her LB and another 400% from Aurora / Blossom Arts. This brings it up to a 4600% or even 5000% modifier that can be T-casted.
Occasionally we will use Blade of the Heavens, her Stardust Ray move, which has a 1500% modifier that will go up to a 2700% modifier in our rotation.
The other modifiers are as followed:
Aureole Ray - 800% up to 3000% after all mod buffs
Disorder - 1800% up to 4600% after all mod buffs
This means that all of her chaining abilities are definitely viable, though another copy will always be her best chaining partner.

Then we have Way of the Blossom / Aurora as well as Blossom / Aurora Arts. I will treat them as one despite being two different abilities as they are very similar except for a few differences. The different Arts unlock different abilities, though frankly most of the unlockables won't be commonly used and the only one worth mentioning in my opinion is Aurora - Valor if at all due to its 50% ele resistance buffs.

Both CD abilities are available at Turn 1 with a 5 turn CD , fill your LB gauge up entirely and boost the modifiers of Blade of Crystal by 800%. They both have a 3 turn AoE 75% imperil (Aurora: Light, Blossoms Ice).
Whereas the Aurora path buffs your ATK/MAG by 250% for 3 turns and buffs your party's fire, ice, light and dark resistance by 70% for 3 turns, the Blossom path buffs generic mitigation by 30% and grants a 1000 HP barrier. Generally said Way of the Aurora is... the way to go wink.
Note that the mod boosts of both Ways do not stack.

Aurora / Blossom Arts don't matter as much as the prior ways as both permanently increase the modifier of Blade of Crystal and Blade of the Heavens by 400%. Aurora Arts buffs your own ATK by 150% for 10 turns as well as charm immunity, Blossom Arts buffs generic mitigation by 30% for 10 turns as well as stop immunity. Since both buffs are most likely to be overwritten, choose the one that grants the more suitable immunity, if not pick Blossom Arts.

Elena's last CD ability, Celestial Guidance, is also available at Turn 1 with a 6 turn CD, provides an AoE 3 turn 75% ice / light imperil and buffs the modifiers of Aurora Tempest and Aurora Storm. This is only useful if you use Elena alongside Aurora Fryevia AND Fryevia, though that most likely will never happen. Don't force it now because I said it.

This lastly leaves us with her Limit Burst. 30 Hits with a 40 LB cryst cost, though it'll be 100% up everytime we need it in our rotation due to her CD abilities.
At max level it has a 4500% modifier (+50% LB damage from her passives), buffs everybody's stats by 150% for 3 turns and increases her modifier for Blade of Crystal by 1800%. This is huge and plays a major part in her rotation.

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How does she fare in the meta?

Elena does pretty well and can reach the likes of Zeno of the Beta Star with some external help. Despite being a hybrid chainer, she currently sits at the #2 spot of all chain damage, which is something you can be proud of considering how utterly broken Zeno is.

The only thing that holds her back from the true #1 spot are her imperils. With 75% and once a 50% imperil her damage doesn't live up to Zeno, though if you have a 100% imperil for example through e.g. Fid, she can definitely meet his standards.

On top of it, her bulk and elemental versatility is excellent. She can imbue 4 different elements and despite of the fact that the majority of all hybrid gear provides absolutely no defensive stats she still manages to hit 11k HP with 650 DEF and 700 SPR. There are multiple gear slots she can exchange for higher survivability without sacrificing too much damage.

Elena is definitely a unit that should be acknowledged due to her versatility and high damage output, though it can be hard to gear her and we will soon hit monsters such as CG Bartz, while her banner isn't nearly as good as e.g. Bartz's. Morgana isn't the hottest unit to be pulling for and the step up isn't helping on that.

I know that Elena is special as in she's the first GLEX CG unit, but if you already have Esther / Zeno, you should hold onto your ressources. Makes for a huge Arena unit though with AoE T-cast Aureola Ray non-elemental with accuracy and high bulk.

TMR is only available for her and only available for her and her STMR on any unit is 50% TDH + 60% ATK/MAG, which can be pretty damn good on pmuch any unit who uses TDH or MTDH.

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Build + Maths:

It turned out that the build I crafted for our first impression is.... the best. If you do not use any buffs for the builder, the result will differ, though once you apply 150% / 250% ATK + MAG buffs, you should get the same build I provide. Which I'm quite happy about.

Elena Build

Astraea (150 ATK, 130 MAG, x1.35 variance) + 30% HP/MP/ATK/DEF/MAG/SPR, 50% TDH/MTDH
Black Fox Shapeshifter Mask (40 ATK/MAG)
Fryevia's Robe (30 ATK/MAG, 10% ATK/MAG)
Iceblade Hilt x2 (80 ATK/MAG)
Buster Style (100% TDH)
Magic Charger (100% MTDH)
Adventurer V (40% ATK/MAG)
Nature's Loving Spellblade (40% ATK/MAG)

Stats with Fenrir 3*:
11411 HP
905 MP
2294 ATK
2214 MAG
652 DEF
700 SPR

--

Elena Damage

ATK post 250% buff: 2931
ATK post 150% buff: 2676
MAG post 250% buff: 2851
MAG post 150% buff: 2596
Assuming spark chains


Rotation:
Turn 1: Way of Aurora + Luminous Enervation
Turn 2: Limit Burst
Turn 3: Blade of Crystal x3
Turn 4: Blade of Crystal x3
Turn 5: X Arts + Blade of the Heaven x2
Turn 6: Way of Aurora + Luminous Enervation
Turn 7: Limit Burst
Turn 8: Blade of Crystal x3
Turn 9: Blade of Crystal x3
Turn 10: Blade of the Heaven x3

Turn 1: 0
Turn 2: (2931^2 x 1.35 + 2851^2)/2 x (45 x 1.5) x 3.814 x 1.75 = 4443503867
Turn 3: [(2931^2 x 1.35 + 2851^2)/2 x 46 x 3.6115 + (2931^2 x 1.35 + 2851^2)/2 x 46 x 4 x 2] x 1.75 = 9219073113
Turn 4: [(2676^2 x 1.35 + 2596^2)/2 x 46 x 3.6115 + (2676^2 x 1.35 + 2596^2)/2 x 46 x 4 x 2] x 1.75 = 7667804712
Turn 5: [(2676^2 x 1.35 + 2596^2)/2 x 27 x 3.4225 + (2676^2 x 1.35 + 2596^2)/2 x 27 x 4] x 1.5 = 2465994286
Turn 6: 0
Turn 7: (2931^2 x 1.35 + 2851^2)/2 x (45 x 1.5) x 3.814 x 1.75 = 4443503867
Turn 8: [(2931^2 x 1.35 + 2851^2)/2 x 50 x 3.6115 + (2931^2 x 1.35 + 2851^2)/2 x 50 x 4 x 2] x 1.75 = 10020731644
Turn 9: [(2676^2 x 1.35 + 2596^2)/2 x 50 x 3.6115 + (2676^2 x 1.35 + 2596^2)/2 x 50 x 4 x 2] x 1.75 = 8334570339
Turn 10: [(2676^2 x 1.35 + 2596^2)/2 x 27 x 3.4225 + (2676^2 x 1.35 + 2596^2)/2 x 27 x 4 x 2] x 1.5 = 3794923507

Average Turn 1-10: 5,039,010,533
-> 217% of Akstar's damage ( 2,326,331,295 )
-> 145% of Yuffie's damage ( 3,478,364,670 )
-> 122% of Esther's damage ( 4,145,746,483 )
-> 118% of Regina's damage with 50% imperil ( 4,260,956,857 )
-> 88% of Zeno's damage ( 5,696,282,500 )

ย?

Character Design: Too Many Abilities/10
Sprite: 9/10
Chainer: 9.5/10
Trust Master Reward: Elena/10
STMR: 9.5/10
Arena: 9.5/10
Limit Burst: 9/10
Future Proof: 8/10
Free 2 Play: 8.5/10
Pay 2 Play: 9.5/10
Personal Rating: 9/10
Optimal Rating: 9.5/10

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What was your first impression on Elena and why was it confusion?

PS: Off to play some Dark Souls! If I don't reply immediately, you know why.

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โ€ขPosted by4 years ago

Greetings!

Longer Intro:

Before we begin, I've wanted to take my time and explain to you how I've felt throughout this year regarding my reviews. It is apparent that I'm "less invested" in my reviews as I used to be. They are partially very delayed and I even skipped 1~2 units, which has never happened before.
I know that I post them earlier I'd get more attention and don't worry, I am aware that most of you appreciate my reviews and I'm very glad for that. The following is not meant to attract comments that compliment me, I simply want to get it off my chest.
With that being said: the major reason why my motivation overall has been lacking is because I feel obliged to write the reviews and at the same time I feel like a shadow of my former self in regards to my reviews. As I said, I used to be... a lot better. Nowadays I've got many things in my real life as well as a YT channel so naturally I have less time, but the combination of feeling the obligation as well as being technically worse is getting to me recently. This is a problem I have to deal with myself but I wanted to let YOU know because you're the reader and I value transparency highly.
I simply want you to know that and I hope the majority of you won't disregard my reviews because they aren't published immediately or don't try to grab attention etc. I mostly post them whenever I feel like it.
To receive so much support even after 2 and a half years... I am very grateful for it.

With that being said, we have YET ANOTHER glex banner and the units were a pain in the ass to math. I've left out a small part in the math section for Tsukiko but included it in the average damage.

Enjoy!

Banner Review: Kaito Kaito & Tsukiko Tsukiko by Memel0rd
Kaito Kaito:

Trust Master Reward : Suiryuken (Katana) - 140 ATK, 2h, 1.3x AVG variance, Water
STMR : Sea Dragon (Materia) - Increase ATK (50%)
Increase physical evasion (30%)
Increase ATK (20%) when equipped with a katana
Increase water and wind resistance (25%)

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Overview:

So, Kaito... people say you aren't the best, but we'll see what I can do about it, hm?

It can't be Kaito's base stats. They are fine, good DEF/SPR and high ATK. Passive wise his slightly lower base HP alongside 40% HP can make him turn out frail if you don't build for survivability. His 10% DEF and 30% SPR passives won't really save that. Though on the ATK side he does very well and if you haven't gotten it yet, even without door pots he can quite easily net you the ATK parameter mission! In total he has 170% ATK with a katana and 150% TDH.
Kaito is resistant against poison, disease, confusion, petrification and stop, which protects him against a pretty good amount of all the dangerous ailments. He also comes with an innate 100% fairy and demon killer. Considering that demon type enemies are very common, this is definitely a plus.

Since Kaito's kit revolves around damage over time, many of his abilities aren't useless. He still has a bunch of them that aren't great and even one that is 100% outclassed.
Sounds of the Ocean, Paralyzing Sediment, Sea Sweeper and Humming Mediation, the latter being half decent.

Luckily despite having a ton of abilities, it is very easy to summarise Kaito's kit and therefor doesn't require a lot of explanation.

He has permanent T-Cast for all of his abilities. This is really nice for him as he also has an additional supportive skill that can be spammed a lot. An AoE mirage stack to avoid incoming physical hits is certainly not useless.

Support chains can always be appreciated but Kaito has (as of right now) more niche chain families with Stardust Ray, Absolute Zero and a Water Bolting Strike chain. All of his chains unfortunately have low modifiers, but his three Absolute Zero chains all boost his human / fairy / demon killers by 50%.

He has A TON of different DoTs to apply onto the enemy. They all stack with each other but can only be applied ONCE. This means that two Kaitos barely boost your damage.

Before we look at his abilities, I want to explain to you how DoTs work in this game.
The damage doesn't come through immediately and they work very similar to poison. After the enemy ends his turn they will receive the damage. This means you can't chain with it nor chain cap it.
As of right now Kaito's DoTs act as debuffs similar to breaks and therefor CAN be dispelled. This means if a boss has a self-dispel or you use a regular dispel they will be gone. Ultima and HT Lid have CD dispels that only dispel enemy buffs, but only HT Lid pairs well with Kaito.
Obviously this means that it's very easy for him to lose a lot of his damage output within a turn. On the plus side, if he dies, the DoTs will remain.

With Bore / Diurnal / High and Rip Tide he has four different DoTs that have a 1500% modifier each. At level 120 all of them receive a 500% modifier upgrade, pushing the total of all DoTs combined to 8000% for 3 turns. Bore Tide also recovers 1000 HP and Diurnal Tide 50 MP for your party members.

He then has two CD abilities that in the rotation will be alternated between. Both have a 6 turn cooldown but while one of them is available at Turn 1, the other is available at Turn 4. This will perfectly match the DoT rotation, so nothing to worry about.

Devastating Tsunami, which is available at Turn 1, buffs his own ATK by 200% for 5 turns, deals slight AoE damage and applies a 3 turn 4000% DoT. It also grants him Quad-cast for the next turn.

Unpredictable Whirlpool is available at Turn 4 and applies 4 random target 1000% DoTs. Against a single enemy this means yet another 4000% modifier DoT for 3 turns.

Lastly, his Limit Burst at max level costs 27, which isn't too expensive and can be filled up relatively quickly.
It comes with an AoE 5 turn 60% DEF/SPR break and a 100% water imperil, as well as an okay-ish 5-hit 1600% modifier. But the most important part about is the 5000% water DoT for 3 turns.

Once Kaito gets going, his DoTs go up to a 19600% modifier per turn, which sounds really strong, but...

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How does he fare in the meta?

Unfortunately not as well.

He doesn't have any direct units to compare to as the only other DoT unit we have is Kryla and she's way below his damage output. But that's not the point.

Kaito offers only DoTs as main damage source and his chains have lousy modifiers. This means he won't be a strong chainer nor a strong finisher. And since his DoTs don't stack, two Kaitos won't be beneficial and this puts him in an akward position where he mostly will be used as a support chainer with huge DoTs.

Now, let's assume you find another support chainer. Outside of his DoT damage, what does he offer? An AoE mirage. Which is nice, but frankly not nice enough. The 100% water imperil is a nice extra, but not the gamechanger he needs. This makes Kaito not too efficient but makes for a really unique and fun unit.

I'd even dig the idea of a support chainer Kaito if it wasn't for the fact that his DoTs have the huge flaw of being dispellable for ... whatever reason. Not every boss fight requires them and it can be prevented by breakers such as HT Lid once every 10 turns, but if you don't use her and have to dispel Kaito is... well... screwed.

The main issue though for many events and short bosses will be that Kaito doesn't have access to fast boss killing. If you want to deal immediate damage, you'll have to resort to his 500% modifier chain, which isn't the hottest.

Overall I'd categorise Kaito as a really unique unit that would have been way way cooler back in the day when solo DPS strats were more common and I'd love it if he gets more support capabilities in the future. Other than that he's not much more than a fun off-meta unit. If you want to compare him, you'll have to take into account that you'll always use two chainers and most of the time two chainers that deal damage. These two chainers will end up dealing a lot more damage than him and our most recent finishers are also a lot stronger. To be fair, he has the best solo damage.

His TMR is actually pretty neat and if you still have any TDH Katana users like Akstar it might see some usage on him if you focus on water damage.
On the other hand though his STMR is absolutely amazing. Not for damage dealers but for tanks! It grants a whopping 30% physical evasion on a single materia slot, now that's sexy. It also makes it easier to make some evasion provoke damage dealers.

For those who are interested, he can make for an amazing TDH arena unit with immediate access to AoE T-cast chains and accuracy!

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Build + Maths:
Kaito Build

Suiryuken (140 ATK, 2h) + 50% ATK, 50% TDH
Prishe's Hairpin (45 ATK, 10% HP/MP)
Suzume's Kimono (21 ATK, 36 DEF, 20% ATK)
Seraph Comb (50 ATK, 10% ATK)
Marshal Glove (40 ATK, 50% TDH)
Buster Style (100% TDH)
Disparate Swordsman (70% ATK)
Legendary Guardian (60% ATK)
Past Regrets (60% ATK, -10% SPR)

Stats with Titan 3*:
7618 HP
496 MP
2654 ATK
366 DEF
316 SPR

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Kaito Damage

ATK post 200% buff: 3212
ATK post 100% buff: 2933
Assuming Spark Chains
Assuming 50% imperil pre-LB

Rotation:
Turn 1: Devastating Tsunami + High Tide + Rip Tide
Turn 2: Bore Tide + Neap Tide + Diurnal Tide + Low Tide
Turn 3: Limit Burst
Turn 4: Unpredictable Whirlpool + High Tide + Rip Tide
Turn 5: Bore Tide + Neap Tide + Diurnal Tide + Low Tide
Turn 6: Limit Burst
Turn 7: Devastating Tsunami + High Tide + Rip Tide
Turn 8: Bore Tide + Neap Tide + Diurnal Tide + Low Tide
Turn 9: Limit Burst
Turn 10: Unpredictable Whirlpool + High Tide + Rip Tide


Turn 1: [ 3212^2 x (6 + 12 + 12)] x 1.5 x 1.5 = 603541224
Turn 2: [ 3212^2 x (4 + 4) + 3212^2 x 80 ] x 1.5 x 1.5 = 1770387590
Turn 3: [ 3212^2 x (16) + 3212^2 x 146 ] x 2 x 1.5 = 5014034784
Turn 4: [ 3212^2 x (12 + 12) + 3212^2 x 196 ] x 2 x 1.5 = 6809183040
Turn 5: [ 3212^2 x (4 + 4) + 3212^2 x 196 ] x 2 x 1.5 = 6313969728
Turn 6: [ 2933^2 x (16) + 2933^2 x 196 ] x 2 x 1.5 = 5471183004
Turn 7: [ 3212^2 x (6 + 12 + 12 ) + 3212^2 x 196 ] x 2 x 1.5 = 6994888032
Turn 8: [ 3212^2 x (4 + 4) + 3212^2 x 196 ] x 2 x 1.5 = 6313969728
Turn 9: [ 3212^2 x (16) + 3212^2 x 196 ] x 2 x 1.5 = 6561576384
Turn 10: [ 3212^2 x (12 + 12) + 3212^2 x 196 ] x 2 x 1.5 = 6809183040

Average Turn 1-10: 5,266,191,655

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Character Design: 8/10 (lacks some support)
Sprite: 9/10
...Damage over Time guy?: theonlyone/10
Trust Master Reward: 9/10
STMR: 9.5/10
Arena: 9.5/10
Limit Burst: 7/10
Future Proof: 4~5/10
Free 2 Play: 8/10 (for turtle strategies)
Pay 2 Play: 5.5~6/10
Personal Rating: 6.5/10
Optimal Rating: 7/10

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Tsukiko Tsukiko:

Trust Master Reward : Priestess's Attire (Robe) - 100 HP, 65 MAG, 35 SPR, 10% MP, Enables: Spirit Fire - Fox Claw
STMR : Inari Broom (Rod) - 30 ATK, 170 MAG, 50% MTDH

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Overview:

Kaito wasn't the hottest, but apparently many like Tsukiko? Hm....

Tsukiko's base stats are the usual mage base stats except for HP. She has pretty high HP, high MP, MAG and SPR but a miserable DEF stat. Her survivability even passive stat wise is a lot better than others with 60% HP/SPR, 40% DEF. But the real kicker is that no matter how you gear Tsukiko, she will always have a really really good amount of tankiness due to her passives. We all know and love our guts passives, ignoring a fatal attack and surviving with 1 HP. However, Tsukiko is the first unit with TWO guts passives. As long as she is above 50% HP, she can't get lower than 50% from one attack once. Afterwards she has a 100% chance to ignore a fatal attack above 1% HP and goes down to 1 HP. So, once per life, she can ignore two fatal attacks in total, which is ... I can't describe how amazing that is.
Tsukiko comes with 150% MAG and with her own TMR 150% MTDH, so... she'll have a lot of MAG.
She's resistant against silence, confusion, paralyze, petrification and stop. Very similar to Kaito and equally as useful. Against the upcoming Wicked Moon Reborn, her innate 100% demon killer will also come in reeeaaal handy.

Tsukiko has permanent T-Cast and a lot of access to Quad-Cast for all of her abilities, which is awesome!

Similar to Kaito she can be broken down quite nicely. For one part we have her breaks, imperils and chains.

Regarding her breaks: Yes, it is possible to replace your breaker entirely with Tsukiko if you gear for enough survivability and always manage them properly. This gets a lot easier with two copies.

Tsukiko has three different chain families with Chaos Wave, Absolute Zero and Bolting Strike. Her fire abilities match Chaos Wave, her water ones Bolting Strike and her light chains Absolute Zero.

She has three sets of instant breaks that also imperil and chain.
Purging Pyre imperils fire by 100%, has a 650% modifier and decreases SPR by 65%.
Fervent Prayer imperils light by 100%, also has a 650% modifier and decreases DEF by 65%.
Purifying Water has the same stuff but with a 65% ATK/MAG break. Already, this isn't much worse than the meta breaks and with enough survivability, especially with SS Charlotte's mitigation can be enough.

If you want more though, she has seperate 60% breaks that power up to 75% 3 turn breaks after you use her CD Ability Exorcism. Since it has a 5 turn cooldown you can only keep these breaks up with little to no dispels and a dupe Tsukiko.

Now that we've talked about her breaks and imperils, let's take a look at her damage and I am promising you: it's good.

As I described earlier, she has a Fire, Light and Water chain with different frames. Each of these have a 1100% modifier, which is quite high and they don't require any stacking up or anything in that direction. Immediate access to 1100% chains.

With her two CD abilities it gets interesting:
Spirit Fire - Exorcism is available at Turn 1 with a 5 turn cooldown, buffs her own MAG by 200% for 5 turns as well as her demon and fairy killer by 75%. Again, great for Wicked Moon Reborn!
It also grants her Quad-cast for the following 3 turns and increases her LB gauge by 20.

However.... However... Spirit Fire - Nine Tails... Available at Turn 1 with a 12 turn cooldown is honestly busted. You receive a 2% HP reraise for 10 turns as well as a single use 100% HP/MP recover ability.
It'll auto-cast abilities every turn for the next 9 turns , varying from a self 220% MAG buff up to a 300% buff. This buff can't be dispelled.
Then it'll also grant you Quad-Cast for the remaining duration after the first 3 turns. AND it also has a non-elemental bolting strike chain at the start of each turn that starts at 2200% and ends up with a backloaded 4000% chain. They won't always perfectly chain but it's still a good amount of extra damage.

Oh and if you were wondering: her LB does almost the exact same but has some added damage. So you pretty much have this ability twice in her kit.

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How does she fare in the meta?

Well, after this lengthy description of her kit it shouldn't be a surprise that she is the #1 mage. Since Circe was known for outdamaging Sol already and Tsukiko outdamages Circe, this means she'll be a really really good unit for a long time.

Not only does she have the only double guts passive innately, which will work amazing on many bosses, she also brings undispellable self buffs, "permanent" access to Quad-Cast, huge modifiers and even really good breaks.

Her utility alongside her damage is outstanding and for a long time most other mages cannot match hers. If you want her to go the DW route you can gain a ton of extra survivability to make sure she doesn't die.

If she didn't have the guts passive I'd say her flaws would be frailty, but.... that's not an issue. As of right now Tsikuko outside of being locked to three elements (which is very nitpicky to say already) has a near flawless kit for what she's supposed to be.

In case you don't have any good mage yet, go for her. She's great. Unfortunately her step up isn't the best and Kaito also isn't the best. If you are very cautious about your ressources, I'd suggest you to go for Sol even if it might sound stupid. He's also a safe bet but has a single banner that he doesn't share with the likes of Kaito.

If you're super whale though, this banner is the best. Kaito's STMR is the best consolation price you can ask for.

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Build + Maths:
Tsukiko Build

Stardust Rod (FFBE) (167 MAG)
Shiva's Tiara (3 DEF, 51 MAG)
Priestess's Attire (100 HP, 65 MAG, 35 SPR, 10% MP) + 50% MTDH
Nutkin Hairpin x2 (80 MAG, 80% MAG)
Magic Charger (100% MTDH)
Magical Potential (50% MTDH, 10% MP)
Untrue Saint (60% MAG)
Empress's Signet (50% MAG)

Stats with Fenrir 3*:
8580 HP
715 MP
2605 MAG
273 DEF
461 SPR

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Tsukiko Damage

Assuming Spark Chains

Rotation:
Turn 1: Exorcism + Nine Tails + Fervent Prayer 3.475
Turn 2: Fox Orb x4
Turn 3: Fox Orb x4
Turn 4: Fox Orb x4
Turn 5: Fervent Prayer + Fox Orb x3
Turn 6: Fox Orb x4 3.556
Turn 7: Fox Orb x4
Turn 8: Fox Orb x4
Turn 9: Fervent Prayer + Fox Orb x3
Turn 10: Fox Orb x4
Turn 11: Fox Orb x4
Turn 12: Fox Orb x4


Turn 1: 3173^2 x 6.5 x 3.475 x 2 = 454818692
Turn 2: [ 3229^2 x 11 x 3.556 + 3229^2 x 11 x 3 x 4 ] x 2 = 3568261756
Turn 3: [ 3258^2 x 11 x 3.556 + 3258^2 x 11 x 3 x 4 ] x 2 = 3632643466
Turn 4: [ 3286^2 x 11 x 3.556 + 3286^2 x 11 x 3 x 4 ] x 2 = 3695351320
Turn 5: [ 3315^2 x 6.5 x 3.475 + 3315^2 x 11 x 3 x 4 ] x 2 = 3397593639
Turn 6: [ 3346^2 x 11 x 3.556 + 3346^2 x 11 x 3 x 4 ] x 2 = 3831532278
Turn 7: [ 3371^2 x 11 x 3.556 + 3371^2 x 11 x 3 x 4 ] x 2 = 3889001586
Turn 8: [ 3400^2 x 11 x 3.556 + 3400^2 x 11 x 3 x 4 ] x 2 = 3956201920 
Turn 9: [ 3428^2 x 6.5 x 3.475 + 3428^2 x 11 x 3 x 4 ] x 2 = 3633172313
Turn 10: [ 3457^2 x 11 x 3.556 + 3457^2 x 11 x 3 x 4 ] x 2 = 4089962954
Turn 11: [ 3457^2 x 11 x 3.556 + 3457^2 x 11 x 3 x 4 ] x 2 = 4089962954
Turn 12: [ 3457^2 x 11 x 3.556 + 3457^2 x 11 x 3 x 4 ] x 2 = 4089962954


Average Turn 1-12: 4,103,554,715 (Including the auto-cast chains)
-> 182% of Morgana's damage ( 2,259,773,585 )
-> 170% of Cilka's damage ( 2,140,745,792 )
-> 141% of Mediena's damage ( 2,901,355,290 )
-> 119% of Circe's damage ( 3,667,917,846 )

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Character Design: 9.5/10
Sprite: 9/10
Chainer: 9.5/10
Trust Master Reward: 9/10
STMR: 9.5/10
Arena: 8/10
Limit Burst: 9.5/10
Future Proof: 9/10
Free 2 Play: 9.5/10
Pay 2 Play: 9.5/10
Personal Rating: 9.5/10
Optimal Rating: 9.5/10

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Conclusion

On one hand we have Tsukiko, a borderline broken mage with huge survivability, many opportunities to come back quite easily from a death and even massive utility.
On the other hand we have Kaito, who has a gimmicky but fun kit but has nothing to say in the meta.
For whales this is a no brainer banner. If you are a whale, stop reading and pull.
If not, you might want to think twice or even UoC two Tsukikos.
Circe is still a strong option and as long as you are confident enough to have the needed tankiness for the upcoming Moon trial, you won't need Tsukiko and can easily go on. Look at Tsukiko this way: she makes many of the upcoming trials where mages shine quite a lot easier to manage.
It's a luxury banner and there are many great upcoming banners to choose from, so be cautious!

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Thanks for reading!

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โ€ขPosted by6 years ago

Source: Link

Content:
  • 01:34 - Event & New Units

Final Fantasy 12: (JP Reference)
5โ˜… Basch - 5โ˜… Balthier - 4โ˜… Vayne - 4โ˜… Drace - 3โ˜… Larsa
JP Megathreads: Event | Gacha

"The global version of Balthier is actually going to get a special buff on him, that will enable him to get access to his more powerful locked ability a lot more easier, and a bit more buffs here and there, but I'll let you find out on your own."

Elnath - JP Megathread
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Reward: [Mace] Mace of Zeus
+110 ATK +98 MAG
Grant Skill: Ultima Blow [52 MP]
AoE 500% 1 Hit Hybrid Damage

When is Olive's enhancements coming??
Next month. (Next batch?)

Is there any possibility for us to get limited time characters again?
Like SoM/Nier.
There will be other events for these characters, can't say when.
Nier is very popular.

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โ€ขPosted by6 years ago

A white mage traveling with Lasswell. Fina lost a great part of her memories after having been sealed within a crystal for hundreds of years. However, she managed to eventually come into her own upon meeting Rain, Lasswell, and a multitude of other people. She loves petting chocobos, so when there are none around for her to coddle, she satisfies herself with petting Lid's Mechabo instead.
One of the most hyped units with a massive kit: worth it or not?

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Lotus Mage Fina Review by Memel0rd

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Equipment Selection:
No innate weaknesses | No innate resistances
Trust Master Reward: Hairpin of Purity (Hat) - DEF+10, MAG+24, SPR+51, All status ailments (Null)

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6* Stats at Lvl. 100:

HPMPATKMAGDEFSPR
3376204112141114156
(+450)(+75)(+30)(+30)(+30)(+30)
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6* Limit Burst:
Judgement Cross (Base / 27 LB-Crysts): 11-Hit Magic damage (7x) with SPR scaling to all enemies
Decrease light and dark resistance (50%) for 3 turns to all enemies
Auto-revive (100% HP) for 3 turns to all allies
Judgement Cross (Max / 27 LB-Crysts): 11-Hit Magic damage (9.4x) with SPR scaling to all enemies
Decrease light and dark resistance (50%) for 3 turns to all enemies
Auto-revive (100% HP) for 3 turns to all allies

Link to the wiki entry: https://exvius.gamepedia.com/Lotus_Mage_Fina

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Lotus Mage Fina (LM Fina) is one hell of a unit.

Her base stats are great. Her HP is decent at least, but her MP and SPR are very high no doubts. LM Fina's MAG stat also is decent due to her kit, which we will see later on. Regarding her passives, she gets 35% HP, 40% MP and if you equip a staff / bow also gets a total 80% SPR and 30% MAG. Or if you equip her with rods and whips you can get to 130% MAG and 30% SPR if you use dualwield. LM Fina can achieve some really high SPR stats due to the passives. Combine her 40% MP with her great MP and 5% MP refresh, you won't have too many issues. Amazing passives.
That's not all however, LM Fina also impresses with her innate status ailment immunity. Sleep, Silence, Paralyze and Petrify immunity, THAT is great. Almost negates every relevant status ailment outside of confusion. Just great to have this on a healer.

One of LM Fina's funniest qualities are her counters. Starting with Honest Wish, it's simply a 20% phys counter chance to counter with a weakened Curaga, but that's not all. She has two other counters as well.
The first being Holy Retaliation, which is a max 1 counter with a 50% phys counter chance and an AoE 210% SPR light modifier, not too bad. But the fun counter I was refering to is Sexy Pose. A fitting name and a cheesy effect: 30% chance to counter phys attacks with a 5% chance to inflict charm for 2 turns. To be fair the chances are ridiculously low to get this, but if you get it it's just hilarious.

Since LM Fina has immunity to almost all relevant status ailments innately, she can take advantage of Prime Heal easily! It's an AoE Curaga + cure all status ailments, can be handy for both beginners and more experienced players who haven't bothered with getting a ribbon.

Reverse Hearts is very similar to what Ayaka and Tilith already have: an AoE 100% HP revive. Simply a great tool to make LM Fina able to possibly get you back into the game if more party members just fainted. It does cost a fair bit but you won't use it too much (hopefully). If you need it, it does work out, however once we go further into her kit, I doubt you will need this.

Now before I go on, I want to get her damage dealing abilities out of the way so we can focus on her healer role more later on. And we are starting with Arch Punisher and Sacred Burst. Both abilities scale with her SPR, Arch Punisher is an AoE 1-Hit 360% SPR modifier, which benefits mostly beginners, but also Sacred Burst as a ST 7-Hit 525% SPR modifier. These two are light based attacks and for early players chaining LM Finas with Sacred Burst can be enough damage to get it done while also having the ability to always use her as a great healer.

With Dystopia, LM Fina does have access to AoE dark damage. Goes up from 280% to 600% max. Handy for story events and mostly beginners again, because this ability for experienced players doesn't deal too much damage. Same goes for her Ultima spell, both are great tools for events and players in the early stage, but not essential for experienced players. Still worth mentioning.

On the other hand though, Divine Veil benefits all players. It's an AoE 80% ATK/DEF buff, which is just great for beginners (once again, I'm sorry), but it also increases the party's elemental resistance by 45%! This can be so good in trials, in events where you have to take a hit, basically anytime you lack elemental resistance. This on a healer is so useful, I really loved using Tilith's similar ability for the elemental resistance and I'm sure it'll be helpful for you as well.

Back to her healer role! It's about time to wrap this section up before I write too much.

While Shining Cheer is an AoE 3000 HP, 9x 3 turn regen and also increasing everybody's LB gauge by 1-3 randomly, it's not one of her selling points. Manatopia on the other side might just be that. It's an AoE 50 MP recover (except for LM Fina) and also a split AoE 40 MP, 0.3x MP regen (except for herself). For everybody not using bards or having issues handling MP, this is just amazing. It can free up your slot you'd use for somebody like Ace. It enables high MP regens even if you use Soleil with LM Fina, since she usually has no MP regen attached to her dances.

Every healer wants LM Fina's spells. Innate dualcast, access to Dispelga, Full-Life, Esunaga, Reraise and most importantly Curaja. Reraise is almost op, put it on your AoE tank and you won't have too many issues surviving anything. Curaja heals about 8~10k HP easily, basically fully healing everybody. Full-Life and Dispelga have their fair share as well. All these spells are pretty much the main abilities of LM Fina's kit and you will use them. A lot.

I have to adress this, take a look at her Limit Burst. It takes up 27 crysts, which is a lot. BUT! LM Fina does have innate 100% Hightide, which makes it a lot lot easier to get her LB to a point where it's pretty easy actually. And if you feel like not using it, you can still use Entrust on somebody else, which just adds to her already high versatility.
Though her LB is where it's at. It's an AoE 11-Hit 700% - 940% SPR scaling modifier, but also imperils dark and light resistance to all enemies by 50%. Oh and have I mentioned that it also grants a 100% reraise to your ENTIRE party?
The best part about it is that you don't have to level this LB. Only the damage goes up, which can be skipped easily. This LB is great for everybody, combined with her massive healing kit and other versatile abilities, we can already see that LM Fina is really really good.

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Only a few nitpicks here and there for the most part as LM Fina doesn't have any real cons.

LM Fina's mage aspects aren't that great. Ultima for the most part is very outdated and the same goes for Dystopia. I mean Dystopia takes a few turns to ramp up in damage and even then it's only a 600% modifier. EVEN with a 100% dark imperil it's only a 1200% modifier while her own base MAG is no where near being on the same level as meta mages. But it'd be ridiculous if she was a great mage and a great healer.

Since we are looking at her base MAG, I wish her base DEF would be a little higher. 144 max is still enough to don't die instantly, but it could be higher since mostly you run magic tanks now and she might get either a few ST hits or an AoE phys hit. Again though, only nitpicking.

A con for myself is that it's hard to find cons regarding LM Fina. As there are almost no cons with her currently, Ayaka barely had any cons when I reviewed her as well. So it's hard for me to actually find something.

For beginners Divine Veil is strong due to the 80% ATK/DEF buff and the element resistance buff. However it doesn't include a SPR buff sadly. I think this ability would be a lot better if it was an AoE 80% DEF/SPR buff instead of ATK/DEF. But this is even more nitpicking than before. So I'll just stop and we move on to the next section.

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Side-Notes:

LM Fina of course has a 7* version in JP but no enhancements yet. Her 7 version is still amongst the top 3 healers* and everybody prefers a different one. LM Fina barely gets any new tools to play with at her 7* outside of a CD move that basically does the same job as her LB. Mostly LM Fina is used by those who really like her or who are loving the AoE Reraise spam.
That's why I said for most players it's personal preference.
I actually have a very fun use for your LM Fina. It includes the good old Illusionist Nichol once again. Be aware though that this option currently is only available for players who own Dracu Lasswell. Once we get the next FFXIV raid, this can be done by any player who has the evasion gear.
Exactly: 100% Evasion LM Fina. Why though? Because of her counters. She will pretty much counter heal your team back up to 100% every time but she will have a 5% chance to charm the enemy every turn. In case you do get it, it's just broken since the enemy literally can't do anything. It's a fun way to use her, but you need A LOT of gear.
LM Fina will also receive another 5% MP refresh and 30% Dark/Light resistance in the future around 2nd Anniversairy as we will get more story based unit quests that enable certain abilities.

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Best In Slot:

This one doesn't include LT gear. Do note that DW and Tinkerer Bow would increase her eHP though. You might even add Ayaka's TMR for the Auto LB and 10% MP regen if you need it.
For beginners it's great to point out that LM Fina can equip all of Fina's story equipment and get the boosts from it.

Lotus Mage Fina Build

Holy Wand (120 SPR)
Frozen Crown (500 HP, 16 DEF, 50 SPR)
Robe of Forgiveness (10% HP, 30 DEF, 55 SPR)
Arsha's Talisman 2x (40% HP, 20% DEF/SPR)
ADV 5 (40% DEF/MAG/SPR)
Staff Mastery (50% SPR)
Thirst of Survival (30% HP/SPR)
Patriotic Recall (30% HP, 20% DEF)

Stats with Bahamut:
9937 HP
453 MP
350 MAG
369 DEF
884 SPR

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Let me tell you something.... LM Fina (especially with a high evasion build) is so god damn annoying. Curaja, AoE 100% Reraise, AoE HP recover counters and AoE damage counters. Ugh, of course most will nuke her, but if she is too tanky she can be very annoying.
For yourself she is probably the best Arena Healer simply because she can DC Ultima for finisher damage, has decent HP, great innate status ailment protection and of course the ridiculous heals.
If you want to be annoying, use Lotus Mage Fina in the Arena. Many people might hate you for that.

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Lotus Mage Fina VS Tilith

  • LM Fina has way higher HP, MP and SPR

  • LM Fina has decent counters

  • LM Fina can DC Curaja, Full-Life and Reraise

  • LM Fina can apply AoE Reraise with her LB

  • LM Fina has better element resistance buffs

  • LM Fina is a way better MP battery

  • LM Fina can cure all status ailments

  • LM Fina has great status ailment protection

  • LM Fina has Entrust

  • Both have an AoE 100% HP revive

  • Tilith has higher MP regen

  • Tilith has an AoE status break resistance buff

  • Tilith has 75% camouflage

There isn't much of a point comparing LM Fina to Tilith in most scenarios. However, no matter how small these niche is, Tilith's only niche that would MIGHT make it more desireable to use her over LM Fina would be the protection against status breaks. Which can be a pain from time to time. But literally everything else LM Fina does better, if you have LM Fina and Tilith there is little to no point in using Tilith as LM Fina outclasses her hands down. Do note though that you won't need LM Fina if you happen to have Tilith.
Lotus Mage Fina wins.

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Lotus Mage Fina VS Ayaka

  • LM Fina has higher HP but slightly less SPR

  • LM Fina has higher MP

  • LM Fina has an AoE Reraise

  • LM Fina has an AoE 45% all element resistance buff

  • LM Fina has better MP battery capabilities

  • LM Fina has Entrust

  • Both have the same healing spells

  • Both can DC their healing spells

  • Both can cure all status ailments

  • Both have similar status ailment protection

  • Both have an AoE 100% HP revive

  • Ayaka's LB is super hard to get but very rewarding

  • Ayaka has innate stop resistance

  • Ayaka can cure stop to all allies

It basically goes like this: Ayaka was already an over-the-top healer. She was incredibly strong, carried many players through trials or even made them very easy for them. Super strong heals, Reraise and DC already makes for a massive healer currently.
Take all that and put LM Fina's kit onto that. LM Fina is basically a slightly upgraded version from Ayaka with higher versatility. Though Ayaka has one big niche over LM Fina when it comes down to facing enemies with Stop as Ayaka not only is able to resist it but also able to cure it.
In any other case LM Fina is better. Do note, once again, if you have Ayaka: LM Fina won't be a big upgrade for you.
Lotus Mage Fina wins.

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Trust Master Reward:

This TMR is great for magic tanks, healers and supporters of all kind WHEN facing status ailments. 51 SPR and a ribbon effect on a hat is very strong, but the Frozen Crown is always better as long as status ailments don't matter.
For the arena this is deadly as well as it opens up a slot for Quick Assault or Ring of the Lucii over Discernment or Ribbon.
Not a high priority TMR but really nice to have.

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Conclusion:

What did you expect?
LM Fina is amazing for all types of players.
Beginners can not only utilise her insane heals and great stats to make her a staple unit as a healer, but due to many early game trials and bosses being quite frail, beginners can actually utilise her damaging abilities very well. Since she can also elemental chain, you might want to consider to do that with a friend LM Fina and deal some pretty decent damage.
For experienced players and for whales, LM Fina will be the healer you want. OP Heals, massive versatility, great LB, basically all you want from your healer to be able to pull off at the current moment. However, myself and many other players who are simply loaded with TMRs have experienced that healers aren't too important currently. This is for the people who have for instance Tilith and aren't sure wether to go for LM Fina or not. She will be a massive upgrade from Tilith, but you don't necessarily need it. It's almost luxury.
However, that's not the point of this. LM Fina is just outstanding for every player at every stage of the game due to all these reasons I've listed. You don't need high-end gear to make her good. Her kit fits to every stage of the game and it's great to see such a great unit in general.
Unless you don't like Kunshira or have Ayaka, go for LM Fina as she will be the best healer in the 6* meta. Well, unless there will be a GE healer.... mwahaha.

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Character Design: 9.5/10
Sprite: 9/10
Healer: 9.5/10
Trust Master Reward: 8.5/10
Arena: 8.5/10
Limit Burst: 9.5/10
Future Proof: 9/10
Free 2 Play: 9.5/10
Pay 2 Play: 9.5/10
Personal Rating: 9.5/10
Optimal Rating: 9.5/10

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[On-Banner Reviews]
Kunshira: https://redd.it/86tcbe

Personally I won't be pulling on this banner at all. Maybe some free tickets but that's it. I haven't actually used a healer in a long time and for many trials I didn't even use one as well. I have Tilith and already know the next upcoming trials that are scheduled, so I don't have a big desire to go for Fina. In the far future I like e.Ayaka and Ayaka 7* more than Fina's as well, so I don't want her. But I already know many of you will go ham on her and I do wish everybody who pulls for her great luck! Go and get her!

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Memel0rd outโ€‹

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