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Banner Review: Galuf, Krile & Exdeath (Final Fantasy V)

Discussion in 'Unit Reviews' started by Memel0rd, Oct 14, 2019.

  1. Memel0rd

    Memel0rd Forum-Crash-L0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

    Messages:
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    Joined:
    Mar 4, 2017
    Global ID:
    472,964,042
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    991,559,429
    Leads:
    GL: Warrior of Light Bartz
    Rank:
    167
    Greetings!

    I know the DQ units haven't been reviewed yet, it will come. Technically you can still pull for them if you have the keys.

    However I have to adjust my schedule according to university again, so as of right now my plans are to release reviews EARLIER again. On wednesday I do not seem to have any plans and thus is ideal for me to prepare the reviews and then finish them off throughout friday / saturday according to some GL changes etc. This means the review releases will move from Monday / Tuesday to Friday / Saturday, which is a wanted change for many many readers and might cause for more discussion within the community again! I hope you will be able to appreciate this change.

    Regardless of that, this week MIGHT not have these changes since I am celebrating my 21st birthday on Saturday 19th, but that will likely not affect it.

    I'm glad that I can release the reviews earlier again because I feel like letting you all down otherwise.

    Anyhow, onto the review!


    Banner Review: Galuf, Krile & Exdeath by Memel0rd


    [​IMG]

    [​IMG][​IMG][​IMG]



    Warrior of Dawn Galuf:
    [​IMG]5*
    [​IMG]6*
    [​IMG]7*

    TMR: Galuf's Sword (Sword) - 130 ATK, 30 DEF, 20% HP
    STMR: Warrior from Another World (Materia) - 40% HP/DEF, 50% Fire / Light resistance

    Overview:
    Galuf
    , old man with redeeming qualities.

    Galuf starts off with great base stats with very high HP and DEF as well as high SPR and his passives alongside his TMR are remarkable. In total he ends up with 140% HP, 60% MP/SPR and 210% DEF and on top of that innate 10% physical evasion and the first real tank to have innate 80% draw attacks! This means Galuf only needs either the Wrapped Gift or the K Producer's Jacket to reach 100% draw attacks. In combination with his 10% physical dodge this makes him incredibly easy and efficient to gear. For further survivability Galuf even has a reliable ignore fatal damage passive above 5% HP.
    Galuf is resistant against confusio, petrification and ... charm. I do doubt the last part judging his original game version, but these are decent resistances though it's recommended to bring any source of status ailment resistances.

    Galuf has quite a simple kit though that doesn't mean it's bad by any means. In fact NONE of his abilities are useless except for his black magic spells, though there are a few that are very self explanatory and I'll quickly mention them:
    - Offensive Blade, fills 3-4 LB per cast (6-8 with W-Cast), good for spamming his LB
    - Defensive Blade, if you lack provoke gear or don't have physical mitigation buffs
    - Restricting Blade, decent emergency ATK / DEF break (60%)
    - Neutralizing Blade II, simple ST dispel

    With that being said, Galuf has occasional access to W-casting his offensive abilities, so let's talk about these first.

    The only way he can gain access to these is through his AoE physical cover. It's the traditional 75% cover with an average 60% mitigation and lasts 4 turns while granting him access to W-Casting all of his offensive abilities for the following 4 turns. All of the previously mentioned abilities except for the cover itself are included.

    Besides those, he has 3 different chaining abilities that all chain with the AT family. He has a set of 2 innate elemental chains with fire and light that also increase their respective element's resistance by 65% for your entire party. These buffs last 4 turns and due to their easy access make for easily accessable ele resistance buffs. However if you do have another unit in your team with chains, such as Auron for the breaker role, you can actually easily run finishers like Cid without using up any unit slots on dedicated chainers. It can be convenient.

    His other chaining ability also has AT frames and has a ST 4 turn 75% Fire / Light imperil in case your team doesn't have any decent imperils on them. However for the most part you'd ideally want to look out for 100%+ imperils in the current meta.
    For the following 4 turns it also grants a new ability called Prayer for the Future, which sadly can't be W-Casted but it packs quite a punch with an AoE 8 LB fill and an AoE 2 Turn 100% Fire / Light resistance. Really really good for incoming threshholds but can be hard to sometimes impossible to maintain throughout the entire fight.

    It's also worth noting out that Galuf has a ST Entrust. Since his own Limit Burst is so good, I'd not recommend using it but you never know.

    What's left are his three CD abilities!
    Similar to his Fire and Light chain, he has a set of two with the exact same effects as different abilities.

    Dawn's Blaze and Dawn's Light are both available at Turn 1 with a 6 turn cooldown and imbue Galuf himself with either fire or light for 4 turns AND also one party member. I mentioned Auron as a good chaining partner earlier and using finishers, such as Cid. But then you'd still be left with an imbue, but look no further, Galuf can imbue Cid while providing chains in the tank slot. Honestly he has amazing synergy in that tank chainer slot.
    That's not all there is to it, they also imperil the respective element by 90% for 4 turns!

    His last CD ability, Sworn Protection, has the same cooldowns as the other two and it's simply amazing to start out any fight with.
    It's an empowered AoE physical cover with an average 70% mitigation for 4 turns, buffs Galuf's ATK and DEF by 200% for 4 turns AND grants your entire party a 40% generic mitigation buff for 4 turns!

    If that wasn't enough though, his Limit Burst only costs a mere 22 crysts and buffs your entire party's damage mitigation by 50% for 4 turns. Sweet.


    How does he fare in the meta?
    Sieghard has been the #1 for quite some time and got GL buffs but it's time to pass down the throne to our nostalgic old man that apparently is resistant to charm.

    Galuf in comparison to Sieghard has innate evasion as well as 80% auto provoke, which is simply huge. I provided both a non-evasion build and an evasion build and as you can see, for an Auto-Provoke evasion tank Galuf has incredible stats with 23k HP and 700 SPR. Statwise Galuf is way above Sieghard.

    On top of that, Galuf can start out the fight with a reliable 40% mitigation buff that very quickly transitions into a 50% mitigation buff, likely staying up for the entire fight.

    If that wasn't enough, he has AT frames for specific elements as well as non-elemental and the ability to provide high imperils as well as imbues for finisher team compositions such as Regina and Cid that highly appreciate those. He can easily chain with many other units once you get his W-cast up.

    The only thing he "lacks" are physical counters, however you can fix that through certain gear choices.

    His TMR isn't worth chasing for unless you are going to give it to him since he is an improved version of Sieghard in almost any category while his upcoming rival, CG WoL, also has a TMR sword. So both of those want to stick to their own TMRs. It's still a nasty good TMR though with 30 DEF and 20% HP, granting more tankiness than many other STMR weapons.

    On the other hand his STMR in my opinion isn't one of the top tier ones. With 40% HP/DEF and 50% Fire / Light resistance it's for sure a great materia though not on himself due to evasion builds, unless you want Galuf to equip an elemental weapon for chaining. On other units such as healers it can be a really significant boost in survivability. Not worth chasing in my book though.

    Galuf will stay meta for basically ever because CG WoL will not outclass him but rather bring more utility to the table that differs from Galufs. WoL has Stardust and Divine Ruination chains, elemental resistance buffs, heals and barriers but doesn't have a 100% uptime on the 50% mitigation.

    He is one of the best units in a long time since the tank role doesn't have a ton of competition and will last a long time while also bringing some sweet nostalgia. He isn't mandatory but it's highly recommended to either grab him or CG WoL in the future even if you have Sieghard.


    Builds:
    Galuf's Sword (130 ATK, 30 DEF, 20% HP) + 40% HP/DEF
    Ziedrich (70 DEF, 35 SPR, 15% HP)
    Grand Helm+ (65 DEF, 30% DEF, 10% HP)
    Grand Armor (72 DEF, 28 SPR, 15% HP)
    Genbu Ring (7 DEF/SPR, 20% HP/DEF/SPR)
    Wrapped Gift (20 DEF/SPR, 20% Auto Provoke)
    Adamantine (50% HP, 10% DEF/SPR)
    H Armor Arts (30% HP/DEF)
    Hero's Vow - Earth (30% HP, 20% DEF/SPR)
    Patriotic Recall (30% HP, 20% DEF)

    Stats with Golem 3*:
    26229 HP
    530 MP
    717 ATK
    1478 DEF
    624 SPR

    100% Auto Provoke

    Galuf's Sword (130 ATK, 30 DEF, 20% HP) + 40% HP/DEF
    Zodiac Escutcheon (60 DEF, 70 SPR, 10% Evasion)
    Jet Black Eyepatch (18 ATK, 15% HP)
    K Producer's Jacket (7 DEF, 3 SPR, 20% Auto Provoke)
    Ring of the Lucii x2 (6 ATK, 60% ATK, 50% Evasion)
    Dodge Roll (30% HP/MP, 20% Evasion)
    Light's Vengeance (40% HP, 30% SPR)
    Adamantine (50% HP, 10% DEF/SPR)
    Protector of Lapis (20% HP, 40% SPR)

    Stats with Tetra Sylphid 3*:
    23137 HP
    626 MP
    863 ATK
    950 DEF
    706 SPR

    100% Auto Provoke
    100% Physical Evasion


    Character Design: 9/10
    Sprite: 9.5/10
    Tank: 10/10
    Trust Master Reward: 9/10
    STMR: 8.5/10
    Arena: 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


    __________________________________________________________________________________________________________________________________________________


    Warrior of Light Krile:
    [​IMG]5*
    [​IMG]6*
    [​IMG]7*

    TMR: Girl Entrusted With Hope (Materia) - Increase MAG (50%)
    Recover MP (5%) per turn
    Increase EVO MAG (30%)
    STMR: Krile's Scrunchie (Hat) - 32 DEF/SPR, 60 MAG, 100 MP, Ribbon

    Overview:
    Krile
    had pretty cute and goofy looking job classes, bit confused they went with this design but at least she has a floating moogle!

    Krile has frail base stats with very low HP and DEF but at least very high MP, MAG and good SPR. Sadly the trend continues in her passives as well with only a pitiful 30% HP/DEF with no guts passive making her... well, quite easily a glass cannon against physical attacks. Pretty sure they went for that design to make Galuf her protective grandfather similar to the scene in the Exdeath fight.
    Despite that, the rest of her passives are pretty good with 60% MP/SPR and 200% MAG! Since she has a couple of evocation abilities she also has 60% EVO MAG, which isn't the highest on her but you can't have everything. With her own TMR she also has 50% MTDH and MTDW but since MTDW gear is very limited as of right now we want to stick with MTDH.
    Krile is resistant against silence, confusion and petrification, which is decent. She also has an innate 75% killer against beasts and fairies.

    Krile can W-/T-Cast all of her abilities and as usual has a bunch of bad abilities that shouldn't be used in most cases:
    - Soft Thunder / Soft Aero, outclassed
    - Mighty Thunder / Mighty Aero, outclassed
    - Wind Drake Assault, outclassed
    - All spells except for Curaga and Dispelga
    - Vengeful Tackle

    Before taking a look on her damaging capabilities, Krile has a few supportive abilities, too. They don't hold up incredibly well but are good enough to be mentioned.

    Guardian Healing is a slightly stronger Curaga overall that also recovers 30 MP for your entire party and increases the evocation gauge by 2-4, which can be used for espers such as Golem or Fenrir that offer a good chunk of utility but also her own evocation abilities. It's also the reason why Vengeful Tackle is outclassed since its damage is really low and also effectively only increases the evocation gauge by 1-3.

    If you need moogle's aid, he got your back. Well... kind of.
    She has two different Moogle's Aid abilities that either buff DEF/SPR or ATK/MAG by 120% for 4 turns, buff fairy killers or beast killers by 25% and also grant a 2500 HP or 25 MP regen for 4 turns on your entire party. Sadly outside of the killer buffs most of these parameters are heavily outclassed unless you do not run any buffer and even tanks, healers or breakers can offer similar to better buff / regen parameters. If the buffs were at 150% and the regens were increased by ~50% they'd be really really good. Like this most team comps won't receive a huge boost from them, some might though.

    In terms of dealing damage Krile can take two roles: Magic chaining as well as evocation finishing for the most part.

    Her magic chains are quite straight forward with Furious Thunder and Furious Aero, both chaining with the Stardust Ray family and starting off as a 1200% modifier at level 120 and after 3 uses each go up to a total 2100% modifier. They stack up really quickly and deal consistently high damage.

    Wind Drake Assault+ and Insight II are her main evocation tools. Wind Drake Assault+ has a 2000% modifier that solely scales with her MAG stat and costs 2 EVO orbs while also imperilling lightning and wind by 100% for 4 turns. Unless you dispel the enemy the imperils aren't needed.

    After her CD Ability Wind Drake's Protection, which is available at Turn 1 with a 3 turn cooldown, the modifier for Wind Drake Assault+ goes up by 750% for a total of 2750%. it also grants Krile a 5000 HP / 50 MP regen for 2 turns while increasing the evocation gauge by 4-5.

    Additionally her second CB ability, Mysterious Power, is also available Turn 1 with a 5 turn cooldown and increases her own MAG by 250%, imperils lightnind and wind by 100% for 5 turns and grants her T-Cast for the following 4 turns while auto-casting a 5 EVO orb fill for the next 4 turns each turn.

    So on Turn 2 you will already have 9-10/10 EVO orbs which perfectly complements her latent ability CD, Insight II. It's available at Turn 1 with a 4 turn cooldown and costs 5 orbs while having a 4000% modifier.
    Thus if you can properly finish Krile's casts, she can dish out a total of 9500% evocation damage on Turn 2 which can be really neat to bypass all sorts of damage mitigations and elemental resistances as this form of damage ignores literally everything but the SPR stat of the enemy.
    Keep in mind that it also ignores all kind of elements and killers. The damage itself compared to other chainers or finishers isn't huge but has the niche of... bypassing everything, making Krile the best summoner in terms of damage output.

    Her Limit Burst despite having 30% LB damage boost is quite bad with a max innate modifier of 4810% with 3 lightning hits. Sadly it doesn't really chain and for finishing purposes isn't really the best option while mage finishers are already really really niche. It can be quite powerful but also can't be spammed due to 35 LB cryst cost.


    How does she fare in the meta?
    Krile
    regarding to damage output is very similar to Sol's while also having an innate 75% killer against fairies and beasts and having a 25% fairy / beast killer buff, so she should be plenty good, right?

    Sadly damage isn't always everything and since Krile primarily focuses on MTDH her survivability severely suffers from her low base HP/DEF as well as bad HP/DEF passives. She can't use two rods without sacrificing a lot of MAG and has no guts passive. This leaves her in a spot where she easily dies or loses a ton of damage by boosting her survivability and if she dies loses access to T-Cast until her CD ability is up again. Stacking abilities with poor survivability and only one option to gain T-Cast can be pretty risky.

    Most of the meta mages have access to 3~4 elements including non-elemental damage. Krile only has wind and thunder for magic chaining outside of her very occasional evocation chain, limiting her general usage quite a bit.

    Outside of that her decent support options with high evocation finishers can make her for a niche finisher or even chainer for bosses that are mostly tanky due to their massive damage mitigations. Most trials won't favour her but some event bosses can. How much that's worth for you I can't say since most event bosses do not pose a real threat.

    If Krile had higher defensive stats and a guts passive she'd be a great pull but as of right now I'm not a huge fan of her. Her supportive aspects have just slightly too low parameters which also goes for her stats. Her survivability gets a decent boost if you have 2x Qin's TMR but not a huge boost due to low HP base.

    Her killers can make her definitely better in terms of damage though but if you really want a glasscannon in terms of damage, you can also choose Kimono Fina who's very similar in those regards with a guts passive and massive burst damage.

    Her TMR is almost exactly the same as Morgana's with an additional 5% MP refresh but is obviously wanted for Krile herself or if you want to build a powerful Morgana a slight upgrade with 10% higher EVO MAG. Outside of that not really worth chasing.

    I do have to admit though that her STMR is really sweet. It has 32 DEF/SPR with 60 MAG, which is really high but also has 100 MP AND a ribbon effect. Since ribbons never hurt nowadays due to many trials applying status ailments and some even imperilling status ailments, ribbons are always welcomed. If you're a whale you might want to get this.


    Build + Maths:
    Stardust Rod (FFBE) (167 MAG)
    Magic Circlet (40 DEF, 52 MAG)
    Lordly Robes (FFBE) (45 DEF, 65 MAG/SPR)
    Nutkin Hairpin x2 (80 MAG, 80% MAG)
    Girl Entrusted With Hope (50% MAG) + 30% MAG, 50% MTDH
    Magic Charger (100% MTDH)
    Magical Potential (50% MTDH, 10% MP)
    Scepter of Justice (60% MAG)

    Stats with Fenrir 3*:
    6312 HP
    704 MP
    2504 MAG
    360 DEF
    512 SPR

    MAG post 250% buff: 3204
    Assuming spark chains


    Rotation:
    Turn 1: Mysterious Power + Furious Thunder
    Turn 2: Furious Thunder x3
    Turn 3: Furious Thunder x3
    Turn 4: Furious Thunder x3
    Turn 5: Furious Thunder x3
    Turn 6: Mysterious Power + Furious Thunder
    Turn 7: Furious Thunder x3
    Turn 8: Furious Thunder x3
    Turn 9: Furious Thunder x3
    Turn 10: Furious Thunder x3


    Turn 1: 3204^2 x 12 x 3.445 x 2 = 848761130
    Turn 2: [ 3204^2 x 15 x 3.445 + 3204^2 x ( 18 + 21 ) x 4 ] x 2 = 4263823605
    Turn 3: [ 3204^2 x 21 x 3.445 + 3204^2 x 21 x 2 x 4 ] x 2 = 4934578955
    Turn 4: [ 3204^2 x 21 x 3.445 + 3204^2 x 21 x 2 x 4 ] x 2 = 4934578955
    Turn 5: [ 3204^2 x 21 x 3.445 + 3204^2 x 21 x 2 x 4 ] x 2 = 4934578955
    Turn 6: 3204^2 x 21 x 3.445 x 2 = 1485331979
    Turn 7: [ 3204^2 x 21 x 3.445 + 3204^2 x 21 x 2 x 4 ] x 2 = 4934578955
    Turn 8: [ 3204^2 x 21 x 3.445 + 3204^2 x 21 x 2 x 4 ] x 2 = 4934578955
    Turn 9: [ 3204^2 x 21 x 3.445 + 3204^2 x 21 x 2 x 4 ] x 2 = 4934578955
    Turn 10: [ 3204^2 x 21 x 3.445 + 3204^2 x 21 x 2 x 4 ] x 2 = 4934578955


    Average Turn 1-10: 4,113,996,939
    -> 109% of Grim Lord Sakura's damage ( 3,770,147,808 )
    -> 107% of Circe's damage ( 3,858,277,843 )
    -> ~100% of Tsukiko's damage ( 4,103,554,715 )
    -> 97% of Sol's damage ( 4,230,833,308 )
    -> 96% of Dark Mage Exdeath's damage ( 4,289,334,460 )
    -> 62% of Kimono Fina's damage ( 6,591,978,437 )


    Character Design: 9/10
    Sprite: 7.5/10
    Chainer: 8/10
    Finisher: 7/10
    Trust Master Reward: 7/10
    STMR: 9/10
    Arena: 5.5/10
    Limit Burst: 8/10
    Future Proof: 6/10
    Free 2 Play: 6/10
    Pay 2 Play: 8.5/10
    Personal Rating: 7/10
    Optimal Rating: 7.5/10


    __________________________________________________________________________________________________________________________________________________


    Dark Mage Exdeath:
    [​IMG]5*
    [​IMG]6*
    [​IMG]7*

    TMR: Dark Ring (Accessory) - 6 DEF, 52 MAG, 10% MAG, 30% Dark Resistance
    STMR: Overcoming Death (Materia) - Increase MAG (60%)
    Increase magic damage against humans, insects, and plants (50%)

    Overview:
    Look at this sprite, this is the Exdeath I would have loved to see. The great blue crystals from the void with some void effects and a mighty pose. Very epic, just like Golbez and Sol.

    While his base stats aren't on Krile's level, Exdeath does have mediocre HP/DEF base statts with high MP, MAG and SPR. With 40% HP and 20% DEF his stats in this regard are very similar to Krile's and he even has 20% ATK? Aside from that, let's get back to the point. Exdeath with his own TMR has a total of 190% MAG with a sword or a rod (220% with both), 60% MP/SPR and 50% MTDH or MTDW. Similar to Krile it's better focusing on MTDH in this case. He even got an equip robes passive since he didn't have that in JP!
    Luckily for us he also got a guts passive, which is something every mage wants. Especially if they use stacking abilities. This makes him a lot safer to use.
    Exdeath has innate 50% killers against humans, birds, beasts, plants and insects offering him increased damage against a lot of different enemy types. He's resistant against sleep, silence and confusion which is decent but would still appreciate some sort of ribbon on him, basically like every other unit on this banner.

    In terms of abilities, Exdeath has access to permanent T-Cast and a high uptime on Quad-Cast on any of his abilities. His niche to bad abilities are as followed:
    - All of his spells except Dispel or Graviga for HP threshhold memes on your party
    - Aero Spell / Dark Spell / Earth Spell
    - Void Impact
    - Dimension Cutter, non-elemental finisher that needs to stack up
    - Dimension Cutter - Limit Charge, too low parameters
    - Dimension Cutter - Magic Boost, too low parameters
    - Wicked Light, why?
    - Ex-Flare, no reason to ever use it

    Unfortunately this leaves us with only his CD abilities and chaining capabilities as Exdeath has no supportive abilities in his kit.

    Exdeath has access to 4 elements luckily with Dark, Wind, Earth and non-elemental chains. All of them chain with Chaos Wave.

    His first set of chains, Aero Gust, Earth Stab and Dark Ruin, are quite weak with 600% modifiers but are being used at the start of the rotation to get his damage going as they all have a 75% AoE 4 turn imperil to their respective element. Outside of that, they can be disregarded.

    His second set of chains are all stacking chains including even his non-elemental ones. They start off as 500% modifiers (550% for his non-elemental) and end up with a total of 1500% or 1550% mods, though can be increased even further by other abilities.

    Through a similar mechanic that WoL Bartz has, Exdeath can increase his modifiers and stat boosts permanently until death but doesn't have to go up job classes, rather a chain of abilities.

    The chain starts with his first CD ability, Power of the Void. Available at Turn 1 with a 7 turn cooldown it increases his own MAG by 200% as well as granting a 100 MP refresh each turn for 5 turns. More importantly, it grants him access to Ex-Holy.
    Ex-Holy itself is rather weak with a 1-Hit 700% modifier but it boosts the modifiers of our stacking chains by 150% permanently and grants us access to Ex-Meteor, which is just what we are looking for!

    Ex-Meteor is a 1000% 60-Hit non-elemental chain that buffs our stacking chain modifier by 300% permanently AND on top of that permanently increases Exdeath's stats by 200% until death. This makes Exdeath a lot tankier than most other mages if you're not using buffers like Yuraisha or Primrose and even after a dispel keeps his statboosts, which is amazing.

    This leaves us with 1800% modifiers on our chains once stacked up. Or 1850% on the non-elemental chain.

    His last CD ability, Complete Void, does boost his damage a lot though. It's available at Turn 4 with a 5 turn cooldown and has a 1900% modifier after the buffs. Sadly no element, but that's not important. It imperils Dark, Earth and Wind by 100% for 5 turns and grants Exdeath access to Quad-Cast for the following 4 turns, thus you can perfectly keep up Quad-Cast on Exdeath. It even boosts the modifier of our elemental chains by 700 for 2 turns.
    Unfortunately that doesn't put us at a 2500% modifier but at a 2200% modifier since these mod boosts don't stack with the permanent ones.

    His Limit Burst is even more niche than Krile's and I don't recommend leveling it up.


    How does he fare in the meta?
    Exdeath
    does quite well in the current meta and can even be considered better than Sol.

    His on-paper damage is rivaling Sol's but Exdeath has 5 innate magic killers as well and even has 50% innate MTDH. His survivability in terms of stats is not as high as Sol's but once you get to his 200% permanent stat buffs it's a lot easier to keep him alive and with Qin TMRs shouldn't be a problem at all.

    Similar to WoL Bartz, Exdeath starts off slowly but once fully buffed can keep spamming Quad-Casted 1800% - 2200% modifiers all day as long as you have the MP for it. He's very resistant against dispel heavy foes and it should go without saying that this is a strong trait that heavily favours him in some fights.

    On the downside, if Exdeath dies he can easily be taken out of the fight since his set up CD has a 7 turn cooldown and his Quad-Cast enable also has a 5 turn cooldown. Dying on Exdeath is a lot more punished than on some other mages and since MTDH units without whale setup or limited gear do tend to have low defensive stats it's not too unlikely.

    For whales however Exdeath does have access to the very strong Golbez STMR with an outstanding 100 MAG on an armor piece and whales most likely have all the limited TMRs, making him a lot better the more you invested in your game. Once we get the new Kefka that applies once again but I'm hoping Kefka will be more than just an STMR fodder.

    In terms of damage he sadly can't compete with Kimono Fina and therefore I'd still either stick with Sol or Kimono Fina since in almost all cases it's not worth going for him over these two.

    His TMR is underwhelming considering we have a 4* unit that has a 40 MAG , 40% MAG accessory compared to his 52 MAG, 10% MAG accessory. His STMR however is by far one of the best mage materias in terms of killers, which are already very limited. Grandstar, Barbariccia TMR and a few trial rewards as well as Espers are the primary source of magic killers so this can be very attractive for whales.


    Build + Maths:
    Stardust Rod (FFBE) (167 MAG)
    Magic Circlet (40 DEF, 52 MAG)
    Lordly Robes (FFBE) (45 DEF, 65 MAG/SPR)
    Nutkin Hairpin (40 MAG, 40% MAG)
    Dark Ring (6 DEF, 52 MAG, 10% MAG) + Permanent T-Cast
    Magic Charger (100% MTDH)
    Magical Potential (50% MTDH, 10% MP)
    Scepter of Justice (60% MAG)
    Empress's Signet (50% MAG)

    Stats with Fenrir 3*:
    7388 HP
    693 MP
    2471 MAG
    367 DEF
    492 SPR

    MAG post 200% buff: 3035
    Assuming spark chains


    Rotation:
    Turn 1: Power of the Void + Aero Gust + Aero Spark
    Turn 2: Ex-Holy + Aero Spark x 2
    Turn 3: Ex-Meteor + Aero Spark x 2
    Turn 4: Complete Void + Aero Spark x 2
    Turn 5: Aero Spark x 4
    Turn 6: Aero Spark x 4
    Turn 7: Aero Spark x 4
    Turn 8: Aero Spark x 4
    Turn 9: Complete Void + Aero Spark x 2
    Turn 10: Aero Spark x 4
    Turn 11: Aero Spark x 4
    Turn 12: Aero Spark x 4
    Turn 13: Aero Spark x 4


    Turn 1: 3035^2 x 6 x 3.7225 x 1.375 + 3035^2 x 5 x 4 x 1.75 = 605275351
    Turn 2: 3035^2 x 7 x 1.15 + [ 3035^2 x 9 x 3.7225 + 3035^2 x 11.5 x 4 ] x 1.75 = 1355702338
    Turn 3: 3035^2 x 10 x 3.9 + [ 3035^2 x 15.5 + 3035^2 x 18 ] x 4 x 1.75 = 2519270037
    Turn 4: 3035^2 x 19 x 2.2 + 3035^2 x 22 x 4 x 2 x 2 = 3627380405
    Turn 5: [ 3035^2 x 22 x 3.7225 + 3035^2 x 22 x 4 x 3 ] x 2 = 6372233342
    Turn 6: [ 3035^2 x 18 x 3.7225 + 3035^2 x 18 x 4 x 3 ] x 2 = 5213645462
    Turn 7: [ 3035^2 x 18 x 3.7225 + 3035^2 x 18 x 4 x 3 ] x 2 = 5213645462
    Turn 8: [ 3035^2 x 18 x 3.7225 + 3035^2 x 18 x 4 x 3 ] x 2 = 5213645462
    Turn 9: 3035^2 x 19 x 2.2 + 3035^2 x 22 x 4 x 2 x 2 = 3627380405
    Turn 10: [ 3035^2 x 22 x 3.7225 + 3035^2 x 22 x 4 x 3 ] x 2 = 6372233342
    Turn 11: [ 3035^2 x 18 x 3.7225 + 3035^2 x 18 x 4 x 3 ] x 2 = 5213645462
    Turn 12: [ 3035^2 x 18 x 3.7225 + 3035^2 x 18 x 4 x 3 ] x 2 = 5213645462
    Turn 13: [ 3035^2 x 18 x 3.7225 + 3035^2 x 18 x 4 x 3 ] x 2 = 5213645462


    Average Turn 1-13: 4,289,334,460
    -> 114% of Grim Lord Sakura's damage ( 3,770,147,808 )
    -> 112% of Circe's damage ( 3,858,277,843 )
    -> 105% of Tsukiko's damage ( 4,103,554,715 )
    -> 104% of Warrior of Light Krile's damage ( 4,113,996,939 )
    -> 101% of Sol's damage ( 4,230,833,308 )
    -> 65% of Kimono Fina's damage ( 6,591,978,437 )


    Character Design: 5/10
    Sprite: 10/10
    Chainer: 8.5/10
    Trust Master Reward: 5/10
    STMR: 9/10
    Arena: 8/10
    Limit Burst: 6.5/10
    Future Proof: 7.5/10
    Free 2 Play: 7.5/10
    Pay 2 Play: 9/10
    Personal Rating: 8/10
    Optimal Rating: 8.5/10


    Conclusion:
    In the JP version this banner was very cruel due to being a 3 unit banner.
    Luckily for us in GL each unit got their own Step Up, making it significantly easier to obtain them without getting trolled by the others constantly.
    That's why I can safely say that this banner is a safe skip with the exception of Galuf. If you don't have a good physical tank yet you shouldn't skip him unless you're waiting for CG WoL. Even if you have Sieghard, he is a major upgrade in almost all aspects and his gear requirement is so so so much lower, which is very appealing for players that struggle with trials due to lacking equipment.
    If you're aware of CG WoL, you might want to wait but I encourage you to take a look at his kit himself since he doesn't outclass Galuf but rather brings different aspects that might make him the #1 for you. Or makes him inferior to Galuf in your team. In either case, going for Galuf instead of WoL doesn't screw you over in no possible way and he will likely appear in 2 months, which is still a bit to go.
    Exdeath and Krile are both good units but both don't got the oomph to push them into the spot where I'd recommend you to go for them. Sol is capable of building a lot of bulk for a mage and Kimono Fina brings massive desctruction in terms of damage. Both Krile and Exdeath are innately quite frail and don't deal enough damage to be worth chasing for unless you want the nostalgia.



    [​IMG]
    Guts passive in a nutshell



    I hope you enjoyed and I'm looking forward to the new review schedule!


    Memel0rd out
     
  2. keoten

    keoten "Hall of Fame" Member Supporter

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    First! Happy early birthday :)
    Now to read the review haha ::haha::
     
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  3. BigNBald5

    BigNBald5 Smashing trials the bald way VIP Supporter

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    2nd!

    Well, Im still using 7* E. Mustache, and only have 6* Sieg, so I might go all out for Galuf. I have plenty of UoC also, so I might just skip once again. But since i pretty much LOVE finishers, Galuf looks so much more appealing to me. Plus if i UoC a 2nd Sieg, I would have to do his enhancements. SMH.
     
    Last edited: Oct 14, 2019
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  4. Barroth

    Barroth Excessivlipoor VIP Supporter

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    Did galuf and krile steps and got 1 galuf and 4 kriles. ::love::
     
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  5. Armando

    Armando Active Member

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    Siegfart enhancements are the reason I stayed with Olberic as my main tank. Too expensive.
     
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  6. Vatenkeist

    Vatenkeist c[_] VIP Supporter

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    condolences.
     
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  7. Razgriz

    Razgriz "Hall of Fame" Member

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    To be fair, it was Faris and he was amnesiac.

    Good review as usual ::up::
     
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  8. Turbo

    Turbo Well-Known Member

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    @Memel0rd How much better is Galuf in comparison to E.Sieghart exactly? It's an everytime thing or he is better in specific situations?
    I have a E.Sieghart, fully potted and enhanced (very expensive, by the way) and I reeeeally don't want to bench him (for a while, at last).
     
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  9. Regalia

    Regalia Professional Cat, Mayor of Zombietown VIP Supporter

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    Happy Birthday! Excellent review!
     
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  10. Barroth

    Barroth Excessivlipoor VIP Supporter

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    It's exactly what I wanted ::rudecat3::
     
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  11. hotaru251

    hotaru251 Ascended Member

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    happy pre-birthday :)


    given the following at end of his post I would assume basically everything.

    "Even if you have Sieghard, he is a major upgrade in almost all aspects and his gear requirement is so so so much lower, which is very appealing for players that struggle with trials due to lacking equipment."
     
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  12. Tumalu

    Tumalu Ascended Member

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    Easy skip all of them. Already done everything there is to be done in ffbe. All trials and all sbb bosses done, all chamber of arms including warden Welter, everything else too. Waiting for new stuff. Did all even without Sieghard. Always used the Stache and later on Olberic, he is even better than Sieghard, the latter only got his enhancements.

    And with All Hallows Eve at the doorstep my Lapis isn't going anywhere. Might I need Galuf or CG WoL in the future, my 40+ UoC tickets are ready.

    I have 2 7* Mordegon and his 180MAG staff waiting to be enhanced in item world. My main Mordegon is at 3374 MAG lulz. He sure is stronger than Kimono Fina in many situations as I have texted.

    But meme didn't do any Olberic nor Mordegon reviews. Limited time units ftw as well as Glex ftw :)
     
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  13. Tamamo05

    Tamamo05 "Hall of Fame" Member Supporter

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    1547005950403.jpg Good reviews as always meme!

    Dios mio, sakura's enhancement offer 110% lightning imperil but needing 4 black purecryst, 2,5 M and many other lower tier black cryst? I need to smack down and stab gungnir up the gumi/alim staff's @$$ that decide the price! ::why::::why::::why::
    (Go easy on the spanish, I learned that dios mio from FGO just yesterday)

    And the one that used by siren is krile. Who doesn't love loli? HPWBA55_d.jpg
    I mean... She is his only granddaughter with galuf's child not present.
     

    Attached Files:

    Last edited: Oct 15, 2019
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  14. hotaru251

    hotaru251 Ascended Member

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    she was actually the 1st unit i enhanced...and she broke every thing i had at the time :|....it was brutal...

    and what made it worse was u needed to do +2 support enhancement to double cast it making you give up that sweet 20% mp :(
     
  15. Tamamo05

    Tamamo05 "Hall of Fame" Member Supporter

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    Yes, but... Elemental imperil is brutal but still. Esther CD is 100% lightning imperil. How much 10% can differ anyway??
    Either the price is too steep or maybe they could do many stealth upgrade.

    With the abundance of mp battery nowadays, as long as you've cleared the MP mission, it's okay. It's not like we only have ace who's in the team to heal the team's mp every turn.
     
  16. hotaru251

    hotaru251 Ascended Member

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    ::rudecat4::
    i was sooo close, but i lacked gear to hit it D:

    and i couldn put off the enhancement as she was my imperil/imbue unit~

    think my only 2 mana batteries are my 2 summer unit duos (and ofc my #1 healer WoL Lenna!)
     
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  17. Dsolt

    Dsolt Active Member

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    How is Olberic against Galuf? Galuf looks very interesting, but not sure to pull sonce i have my Olberic with +1800 def and +1200 spr
     
  18. Marcus.mvs

    Marcus.mvs Ascended Member Supporter

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    Thanks for the review @Memel0rd.
    Actually I was lucky with this banner, I did 1 lap in the galuf step up and just pulled 1 in the guaranteed step. Then I used 2 tickets that I had, 1 normal and 1 4*, and pulled kid rydia #1 and the second galuf.
    I have an e.Sieghard, but since I'm a f2p, It really got me how easy it is to gear him for auto provoke and evasion while maintaining high stats
     
  19. Chrizz

    Chrizz "Hall of Fame" Member

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    Thanks for your hard work.... but....

    Are we still getting a Primrose review??? ::rudecat8::
     
  20. Memel0rd

    Memel0rd Forum-Crash-L0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    I want to die
     

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