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Christmas Banner Review by Memel0rd

Discussion in 'Unit Reviews' started by Memel0rd, Dec 22, 2018.

  1. Memel0rd

    Memel0rd Rizer is broken Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    Happy Holidays everyone!
    I'm grateful for what I'm able to do and it's only because of you guys and your support. So far this has been a great journey and over the 2+ years of playing FFBE I'm still nowhere near being burned out. Without its amazing community I'd probably be burned out though.
    That's why I hope you are doing all fine during this awesome time in the year. Even if you don't celebrate Christmas (I personally am not christian as example), you can still appreciate the happiness around you as well as thinking about yourself and what good things happened to you. With the new year around the corner you might even find a few things to improve on!


    Christmas Banner Review by Memel0rd

    [​IMG]

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    Tiana:
    [​IMG]7*

    TMR: Disastrous Formula (Accessory) - MAG+15, SPR+10, MP +20%, MAG +20%, 5% MP Refresh
    STMR: Flask of Uncertainty (Throwing Weapon) - ATK+60, MAG+170, MAG +30%

    Overview:
    Tiana
    is a great meta transition from Trance Terra into Elly.

    She comes with a high base MAG as well as 210% MAG as long as you have her own TMR equipped. 90% of those passives come from equipping a throwing weapon, so if you have a Rinoa or previous Ace STMR OR even her own STMR, you can use it on her and reach a high MAG stat. She even gains 60% Mag DH.
    Tiana's HP stat is quite outstanding for a mage. Her base is decent but she comes with 90% innate HP, which is very high for a mage and passive wise higher than some of the better tanks.

    Tiana with her own TMR gains a turn 1 Quad Cast for all her Formula abilities. Outside of that she has a permanent W-Cast for these.

    Tiana has a bunch of bad abilities followed up with a few great ones.

    Her fire, wind, thunder and water "Formula -" abilities are all horrible damage wise. They have low vanilla mods of 350% and the fire/wind ones get a 200% boost in mod at lvl 120, which brings them to a total of .... 550%. Later on one of her CDs will partially boost the water and thunder abilities by 200%, but they'd still be low in comparison.
    In return they come with slight utility, however most of it is bad and shouldn't be relied on. The most significant utility of these four abilities comes from her "Raging Fire" as it chains with Chaos Wave frames.

    Tiana is capable of gaining a set of abilities that can revive allies or inflict / cure status ailments, but it takes up an entire turn to do so, which means in emergencies it's too slow to be of use most likely and you don't want to prepare for it. In general it's not worth the effort.

    Lastly Tiana gains one important ability as well as her 7* LB and CD abilities. Her LB unlocks Quad Cast for the next two following turns, making it a no brainer to use anytime it's up and you do not have her Quad Cast up. It also restores 5000 HP + 100 MP to your party (double the amount with a dupe).

    Her new chaining move, Quaking Earth, has a 400% multiplier + 200% each use up to a total of 1400%. This can be W-/Q-casted meaning you can reach a total of 5600%. Be aware though that it has Quake frames, thus you can't spark chain it and you will have to delay their casts slightly to make it perfectly chain. It also means that strong chaining partners will be rare.

    Her first CD move is available on Turn 1 with a 5 turn cooldown (can't be multi-casted) and has a 60% imperil against thunder, water and earth for 3 turns as well as Quad Cast for the following turn. It's her only source of imperils, thus making this quite unreliable and you should look out for external sources.

    Her second CD move is available at Turn 6 (can be multicasted) and is a decent finisher with 1300% mods which also increases her mods for the thunder, water and earth ability by 200%. It's neat for setting up a burst, though the lack of granting Quad Cast can make it tricky to use.


    How does she fare in the meta?
    Tiana
    does really well on paper.

    Her high access to Quad Cast through her LB as well as occasionally from her CD ability while starting off with Quad Cast as long as you have her trust master equipped instantly bumps her up to a better position than Trance Terra. Permanent W-Cast tops it all off if you do not have access to them.

    Tiana damage wise is a perfect transition from Trance Terra to the coming Elly as there would have been a huge jump in the powercreep otherwise. However this means that Tiana will eventually be powercrept by quite a lot, too, as Elly has permanent access to T-Cast as well as occasional V-Cast, high imperils and 4 different elements she can chain with.

    Currently there might also be a problem for you as a player in coming content. 10 man trials do not support her earth move (especially Sadalsuud), but if you have a Trance Terra you can chain these two with their fire moves. Earth against Scorn of Gilgamesh can be hard to deal with if you go the slow route as at one point he counters earth with ST death, bigger trials like Dark Espers 2 (Shiva + Golem) earth is unviable, Lich also absorbs earth and Scorn of Dark Espers preferably uses their 300% weaknesses. That being said she can still work in a lot of current content and a few future content.

    All in one it puts Tiana in a weird spot as her damage output is very high, but earth isn't the best element as well as Quake Frames being very awful in terms of chaining partners. Tiana's elemental options are very weak and while she can use her Fire move for non-dupe chaining it's weak. Her other options are not used for chaining and have low modifiers. Overall she is a solid skip for everyone who is not in need of a mage and I'd not recommend going for her.


    Character Design: 8/10
    Sprite: 9/10
    Chainer: 9.5/10
    Trust Master Reward: 6/10
    STMR: 9/10
    Arena: 8/10
    Limit Burst: 9/10
    Future Proof: 6/10
    Free 2 Play: 9/10
    Pay 2 Play: 9.5/10
    Personal Rating: 8/10
    Optimal Rating: 9/10


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    Felix:
    [​IMG]7*

    TMR: Animated Essence (Materia) -Increase ATK/MAG (20%)
    Increase HP/MP (20%) when equipped with clothes
    Increase ATK/DEF (20%) when equipped with light armor
    Increase MAG/SPR (20%) when equipped with a robe
    STMR: Toy Soldier's Uniform (Light Armor) - ATK+45, DEF+10, MAG+45, SPR+10, 10% ATK/MAG, 30% Fire/Earth resistance

    Overview:
    Felix
    is a weird guy.

    His base stats as well as passives are great. With his own TMR, that grants 20%/40% ATK/MAG he can get a total of 110% ATK, 130% MAG (or vice versa) with 100% hybrid TDH, making it easy for Felix to hit high stats. He even has T-Cast at the start of the battle with his own TMR as well as a pair of unlockable abilities. Outside of that he has permanent access to W-Cast of his Salute abilities and has a 30% chance to counter any damage with activating T-Cast, however that is not a reliable source for a general review.

    When I said Felix is a weird guy, I meant it. He has a bunch of 1-hitters that he can't W-Cast as well as Octaslash abilities (can be W-casted) with very low hybrid mods. These add elements onto his attacks and if you choose to equip an e.g. 2h Great Sword on him you want to use them at some point.

    Two of his 1-hitters have a self killer buff and enabling Blade Rush for the following turn. His third 1-hitter has a 75% fire / earth imperil and enables Blade Storm for the following turn. These can be used until Turn 4.

    Once at Turn 4 he can use his CD moves finally. They both have a 3200% hybrid modifier with innate earth or fire element, Graviton Cannon frames and enable T-Cast, Blade Rush and Blade Storm for the 2 following turns. With both being on the same CD, you can easily use CD 1 -> 2 turns of T-Cast -> CD 2 -> etc. at all times as long as you don't die.

    His Blade Rush is very similar to Kurasame's skill as it has a 2400% hybrid modifier at lvl 120. What differs it though are the frames. It has 4 hits, meaning you lose a good amount of damage due to its low chain multiplier, especially if you cannot spark chain it.
    Blade Storm on the other hand has familiar frames with Aureole Ray and a 950% hybrid modifier at lvl 120. While the modifier is low, it can be a nice source of chains with a dupe. Also great for Arena if you happen to have two of him or Aurora Fryevia for the Turn 1 Triple Cast chaining.

    His Limit Burst is neat and can be used to enhance his rotation from Turn 4 onwards. If you use it on Turn 3, you will have a 100% fire / earth imperil for the next 3 turns. Thus the CD -> 2 turns of T-Cast will make use of it and you can simply use the LB again afterwards. It has a decent multiplier of 3000% hybrid mod and also an AoE 70% ATK/MAG break. If you can use his LB very often you can make Felix a support chainer and possibly skip breaker, though that means lack of early turn breaks as well as having to reliable refill his LB.


    How does he fare in the meta?
    Felix
    is great.

    He has a high uptime of his T-Cast at almost any point of the fight with high modifiers as well as the possibility of equipping a 2h weapon instead of a 1h one. With the latter you won't have to imbue him every 5 turns for the loss of higher burst damage turns and it's also easier to use against enemies with dispels.

    His damage is likely subpar to Kurasame's as Kurasame has a huge uptime on his self 200% / 250% ATK/MAG buffs as well many following turns of his 2400% mods and also a good uptime of his T-Cast while his hitcount is very high opposed to Felix's 4-hits each cast, which does result in a decent drop in damage.
    If you choose to 2h Felix you will have to use imbues every so often. Kurasame can do a similar job, however without external imperils has to sacrifice a few turns without having an element on his attacks.

    The 70% ATK/MAG break coming from his Limit Burst can be utilised if you make sure to have it up frequently and manage enemy self dispels / dispels coming from you. If you have Basch as a tank who has an occasional 65% fullbreak or even Sieghard with his 50% fullbreak you should manage to clear most content with it, though with future trials it can become unreliable.

    All in one Felix is a strong but weird unit with interesting mechanics and a good spot in the meta, though starts off quite slowly. I'd not recommend pulling for him as physical / hybrid damage dealers will "soon" receive massive powercreep from units such as Akstar and generally aren't as need as other roles while he himself is not gamechanging nor at the peak of hybrid damage, though he is decently versatile and can dish out a lot of damage. He can even work as a hybrid finisher if you really want him to!


    Character Design: 8.5/10
    Sprite: 10/10
    Chainer: 9/10
    Finisher: 5.5/10
    Trust Master Reward: 7/10
    STMR: 9.5/10
    Arena: 9.5/10
    Limit Burst: 8/10
    Future Proof: 7.5/10
    Free 2 Play: 8/10
    Pay 2 Play: 9.5/10
    Personal Rating: 8.5/10
    Optimal Rating: 9/10


    __________________________________________________________________________________________________________________________________________________



    White Knight Noel:
    [​IMG]7*

    TMR: Ice Rosetta (Accessory) - DEF+50, MAG+50, 25% Ice Resistance
    STMR: Noel's Legacy (Materia) - Increase MAG (40%), SPR (20%) and HP (10%)
    Increase MAG (20%) when equipped with a rod
    Increase SPR (40%) when equipped with a light shield
    Increase SPR (40%) when equipped with a heavy shield

    Overview:
    White Knight Noel's old review: https://brave-exvius.com/threads/un...knight-noel-final-fantasy-brave-exvius.28823/

    White Knight Noel (or WKN) gained some nice tools to work with. I'll go over it more briefly as his old kit already got explained in the previous review.

    On top of higher base stats and passives, WKN gains an AoE cover!
    An AoE magic cover, which fits his theme of magic counters really well. It's a generic AoE cover with 60% average mitigation and an 80% proc chance for each unit. His previous provoke with incredibly stupid parameters works out in his favour and once he has both AoE cover and provoke set up he should easily tank every hit that he is facing currently if you stack it with general mitigation coming from your support (e.g. MS Nichol / Zargabaath).

    As WKN was designed to be both a tank a well as a mage, they decided to gave him some mage utility. His MAG stat can reach very high levels weirdly enough with 50% MAG TDW and a lot of passives, though I'd not recommend building him as a mage.
    He gains access to Dualcast as well as an unlockable Triple Cast and Tornado, Freeze and Blizzaja. Keep in mind that none of these gain any passive boosts, which leaves them at very low modifiers in our current meta and thus I don't recommend building him for MAG as his damage output will be signifcantly lower than others.

    The added utility of being a tank that chains with Tornado / Freeze frames can be well used. If you happen to have Rem's 7* you can use your healer and tank to chain with each other. Since Rem can heal + chain at the same turn this can be used very efficiently. WKN could also use Carbuncle or another Esper's Bar-Ga spell at the same turn to compensate the other spell if you don't DC Tornado for example.


    How does he fare in the meta?
    WKN
    due to his incredible tanking capabilities easily shoots up to the #1 magic tank currently in global. There are some issues with his kit such as innate 50% fire weakness that can make it harder to fight against these type of bosses.

    His 50% physical / magic mitigation on his provoke is also huge against fights that aren't dispel heavy as he has absurd effective HP as long as you have other sources of general mitigation that can stack with it.
    Although he reaches insane levels of tankiness, his auto provoke build is subpar every other current option and can leave a bitter taste. WKN can both be a saviour as well as a mediocre option for future trials where auto provoke becomes signficantly stronger. Trials like Scorn of Wicked Moon will love him, trials like Shinryu will not. With our current selection of content though he is easily the best provoker in terms of tankiness.

    The lack of team support outside of his LB buffs + MP recover are hurting WKN. If he uses his AoE magic cover he will counter a lot, but the LB cryst generation will be lower than others due to regular attacks generating a ton of them. As a provoker he won't counter nearly as often and if you don't utilise his ice imperils (for e.g. Kurasame) nor his chaining capabilities you will have yourself a meatball of a tank. While other tanks like Demon Rain have entrust, Sieghard has huge mitigation + other neat stuff and Wilhelm has huge mitigation for threshholds.


    Character Design: 6/10
    Sprite: [no screen left]/10
    AoE Tank: 9/10
    Active Provoker: 9.5/10
    Auto-Provoker: 7/10
    Trust Master Reward: 8.5/10
    STMR: 8.5/10
    Arena: 8.5/10 (hide your units behind him)
    Limit Burst: 8/10
    Future Proof: 8.5/10
    Free 2 Play: 9.5/10
    Pay 2 Play: 8.5/10
    Personal Rating: 8.5/10
    Optimal Rating: 9/10


    __________________________________________________________________________________________________________________________________________________



    Kryla:
    [​IMG]7*

    TMR: Magic Sanctuay (Materia) - Increase SPR (15%)
    Increase resistance to all elements (25%)
    Increase LB gauge (1) per turn
    STMR: Kryla's Veil (Hat) - DEF+35, SPR+84, 20% Fire/Ice/Holy/Dark resistance

    Overview:
    Kryla's old review: https://brave-exvius.com/threads/unit-review-kryla-final-fantasy-brave-exvius.28633/

    Notice that I will take Kryla's enhancements into account as they will be published within a few weeks and they are known already.

    Kryla got a very interesting 7*.
    Her stats got bumped up by a good amount as well as 30% HP from the enhancements + 10% phys dodge. She has good bulk, decent dodge passives and with her own TMR very high elemental resistances, making her very easy to gear for upcoming ele tetris trials. She even has break resistance for the first 3 turns without doing anything.

    With enhancements her breaks increase her LB gauge by 2~3 for each cast as well as 65% for 5 turns each. This means she can re-cast 65% breaks every turn, which is very effective against enemies that constantly need to be dispelled or dispel themselves.

    She revolves around her LB gauge in terms of her fixed damage gimmick as well as her newly introduced breaks as well as CD abilities.

    First up: her breaks. For that we need to know how easily she can obtain her LB and with her almost innate ribbon and first turn status break immunities, she got a very funny looking one that can be W-Casted later on. It breaks herself by 100% and basically hits her with all of her resistant status ailments while increasing your LB gauge by 13.

    As many other breakers, her first CD move that is available at Turn 1 has an AoE 70% fullbreak. It increases her own LB gauge by 13 (total is 26).

    Her other CD ability, which is also available Turn 1 with a 6 turn cooldown, increases her own SPR by 170%, removes all breaks from her and enables two new pots. They are breaks! They are either an AoE 74% ATK/MAG or DEF/SPR breaks that last 3 turns and cost 13 LB! 13 is the magical number in her kit. These breaks can be used on the next 5 following turns, thus you shouldn't have any problems rotating through them.
    For the next 3 following turns you will also be able to W-Cast all of her abilities (except her CD abilities). This means you can combine her self LB fill gauge with her new breaks! This also means that for most stages in the fight you can constantly re-cast a 74% double break onto the enemy. With auto LB (as long as you don't die) it's even easier.

    Lastly her fixed damage gets funny and cheesy additions. One of her CD abilities (available Turn 6) has a 60% all imperil and enables Eye of Doom for the next 2 following turns. It deals 150.000 fixed damage for each negative effect the enemy has. This includes the hex debuff, all imperils, breaks and status ailment. The latter is very rare to occur, but everything before that can ramp it up to 1.950.000 damage per turn. Obviously not stronger than damage dealers, but for cheesy clears it's fun. After her LB you can use a different version that deals 50.000 for each debuff for 3 turns, but effectively has the same damage output.


    How does she fare in the meta?
    Kryla
    is a very very fun to use breaker with many imperils, though they aren't specialised in anything.

    Kryla when it comes down to re-applying her breaks is incredible. Other breakers have a much harder time at re-applying so strong breaks every turn if you have to. However that isn't always the case and while it is harder for others, it is not impossible.

    Units like Loren for example can stack quite a lot of LB fillrate and she even has an AoE 200% LB fillrate buff coming from her initial CD fullbreak, which doesn't only support herself but also your entire team. This is something Kryla lacks: team support. She offers imperils and breaks and frankly most units nowadays have their own imperils. Not everyone does and some appreciate it, but it isn't a necessity. Loren can even chain while e.g. 2B has huge damage output while still being used as a breaker, which can save you slots for damage dealers entirely.

    Then there are future units like Auron who have buffs, finishers, chains, imperils and high breaks at the same time. While e.g. he doesn't have as strong breaks to re-apply every turn, the likeliness of that being needed and the likeliness of you not having his LB / CD up isn't too high.

    If you don't have a breaker by all means you can go for Kryla. With her step up + the limited pool it's fairly easy to get one of her and her TMR / STMR are amazing for upcoming trials. However other breakers like Loren or Auron (in the future) will bring more to the table in most cases, though that doesn't mean she's bad.


    Character Design:
    9.5/10
    Sprite: 8/10
    Breaker: 9/10
    Trust Master Reward: 9.5/10
    STMR: 9.5/10
    Arena: 3/10
    Limit Burst: 7/10
    Future Proof: 7.5/10
    Free 2 Play: 9.5/10
    Pay 2 Play: 9/10
    Personal Rating: 9/10
    Optimal Rating: 9/10


    __________________________________________________________________________________________________________________________________________________



    Christine:

    [​IMG]7*

    TMR: Snowbear (Accessory) - MAG+50, SPR+30, Snowbear Guard
    STMR: Winter Child (Materia) - Increase MAG (50%)
    Increase equipment MAG (30%) when dual wielding
    Increase ice resistance (30%)

    Overview:
    Christine
    didn't get as much to play around with than the others.

    In fact, Christine basically got higher numbers through her 7* and enhancements.
    Her stats go up by quite a bit through her trust ability as well as other passives. She even gains 50% MAG TDW/TDH, which helps her a lot gaining higher MAG.

    With enhancements her Absolute Zero goes up to a total of 1400% in mods, while Snow Burial goes up to 1100%. Absolute Zero needs to stack up first and is ST. Christine does not have permanent W-Cast and can only obtain it through unlocking Snow Burial, though considering how much stronger Absolute Zero is you might use it over Snow Burial.

    While Christine doesn't have permanent W-Cast, she does have a decent uptime on her Quad Cast. Her first CD ability is available at turn 1 with a 6 turn cooldown, boosts her MAG by 150% and enables Quad Cast for the following turn.
    Her LB still adds ice element onto your party but also adds Quad Cast for the following turn. Thus you want to have her LB up as often as possible, sacrificing some stats for auto LB might not be a bad idea.

    Her second CD ability takes up a turn but in general is worth it. It has the same cooldowns as the former CD ability, increases her LB gauge by 30 (which is her entire gauge) and imperils ice for 3 turns by 100%. It's pretty neat and definitely worth it.

    Other than that Christine gains a ST ice imbue that can't be multi-casted. As I said earlier, she didn't gain as much as others did.


    How does she fare in the meta?
    Christine
    is a strong magic chainer that comes with a handful of flaws.

    While her damage output is higher than Trance Terra, she does feel very gimmicky and the lack of Turn 1 Quad Cast can make her way harder to use in Bonus Stages, events and some trials.

    Christine lacks permanent W-Cast, which would be a great way to compensate for her off turns or even Turn 1. If you can consistently spam LB -> Quad cast, Christine has quite a lot of potential, but that'd lead her to the next issue:
    Imperils. Her sources of imperils aren't consistent. Her CD ability isn't up at all times and her 30% phys counter is far from being reliable. Thus I'd recommend using breakers or tanks that can work with her. Elfreeda or White Knight Noel can provide strong ice imperils while fulfilling their roles. Kryla or Machina can also support her with 60% ice imperils.

    Overall Christine is still a strong unit and damage wise ranks at #2 currently, though there have been multiple people adressing that she is the least exciting unit this year. I'd still point out that some folks did not have to spend any ressources again to upgrade her to 7* and they get a powerhouse from it, though powercreep will catch up with her through Elly and her versatility is limited as well as gimmicky.


    Character Design:
    8.5/10
    Sprite: 7.5/10
    Chainer: 9/10
    Trust Master Reward: 8.5/10
    STMR: 9/10
    Arena: 7/10
    Limit Burst: 8.5/10
    Future Proof: 6.5/10
    Free 2 Play: 8/10
    Pay 2 Play: 9.5/10
    Personal Rating: 7.5/10
    Optimal Rating: 9/10





    Conclusion:
    The christmas units are very similar to the halloween units when it comes down to powercreep as well as their state in the meta
    .
    All of those units are strong and will be featured in current meta rankings one way or another. Units like WKN and Kryla will be strong for a long time or at least serviceable and offer a lot of potential use. Especially Kryla's TMR and STMR will be incredibly useful for upcoming trials.
    Christine and Tiana are mostly locked to one element with unique frames and Quad / W-Ability mechanics that basically mean that you won't have any real chain partners as well as a lot of versatility. Even though Trance Terra has weaker damage output, the ability to swap to strong non-elemental, fire and dark options is very useful and a reason why Elly will be such a powerhouse despite the huge modifiers in her kit.
    Felix is weird but interesting in the same time. He can offer slot efficiency if you can pull it off as well as high damage output as either fire or earth hybrid chainer.
    All in one these are fine banners and the old units are pretty easy to pull for even if there is a lack of rate ups. Having a limited pool banner for those 3 units makes it SO MUCH easier to reliably get them and if you are close to the STMRs or 7*s you can go for them. Though I'd not recommend going for the new units, they don't have a limited pool nor is the step up amazing. Both of these units are strong currently but will face some issues in upcoming trials as well as powercreep catching up with them somewhat soon-ish.


    [​IMG]


    Merry christmas everyone! I wish you great holidays and hopefully you can spend your time with someone who's precious to you or your family, whatever! Try to have a blast! :)


    Memel0rd out
     
    Last edited: Dec 22, 2018
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  2. YannC

    YannC v00d00 VIP

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    First! thanks meme
     
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  3. DoctaDank

    DoctaDank Ascended Member

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    Thanks for the reviews! I was heavily anticipating reading these.
     
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  4. SamSTB

    SamSTB Ascended Member Supporter

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    Thanks Meme
     
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  5. bwompX2

    bwompX2 Ascended Member Supporter

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    Appreciate the festive review and the first use of dat boi that I've seen in a while.
     
  6. riquemg

    riquemg VIP VIP Supporter

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    Thanks boy! I prefer a second WKN, but now I'm happier with 7* Chris.
     
  7. YannC

    YannC v00d00 VIP

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    After reading it, agree on almost all points. Perhaps the only thing I would say about WKN and autoprovoke is that since his crazy bulk comes form his provoke type mitigations, he shouldn't be used as autoprovoker in that he should always be actively provoking, but he does feel a bit awkward when used with say Sieg, since Sieg wants to passive provoke, and he wants to active provoke, so they clash. I think his best use is either solo AOE magic +provoke tank(with a defensive tank build) like ARain, or work with a physical aoe tank like willy and provoke tank + chain with Rem (with a spr/mag build instead). If you have two Barbie STMR though, his damage is ok and you can cast tornado+aeroja with him, tornado+curaja with rem, hit him first then rem, he will self cap as well.
     
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  8. Pipolail

    Pipolail Ascended Member

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    Thanks for the reviews ! Well I'd like to have theses units but not enough to do the step up...

    Can you please tell us how fare 7* Lid on comparison with Kryla ?
     
  9. Phinny

    Phinny Ascended Member

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    Thanks Memes. I was on the fence about doing a step-up or two, but now will likely hoard since I have all bases covered. Still kinda want to go a step-up lap on the old units to try and 7* Christine, but I have two 7* TTs sooo... probably not necessary, right? Or a first Ice Rosetta wouldn't hurt... Ugh, I dunno. So indecisive. But sounds like a no-go on the shiny new 2018 Christmas Toys in any case.
     
    riquemg likes this.
  10. Awerinc

    Awerinc Ascended Member Supporter

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    Thanks for the reviews and a Happy Holiday to you too.

    Most of this pretty much mirrors what I thought of the units the only one I wasn't sure about was Felix

    Ended up with 4 Kryla when all I wanted was a single WKN or Christine, won't complain tho since it will make the upcoming elemental tetris easier. Also still got the FFUoC to guarantee atleast 1 of em to 7* if I can't get them with the lapis we get for the next 1½ week

    Also this one cracked me up, woke up my brother from laughing when I read it
     
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  11. Shinma

    Shinma Ascended Member

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    Great reviews.
    I'll add that 7* Christine as support to Kurasame can get a nice boost in damage if you can get both LBs up for turn 2. She can also chain bridge to help QH frames without breaking.
     
  12. Alkalion

    Alkalion New Member

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    Guys can anyone help me with a barbarricia 1500 mag if you have 1 that is kinda stuck on golem 3 star GL ID 029 620 666
     
  13. Francesco

    Francesco Ascended Member

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    Great review as always pulled anyway cause I just love christmas units. Just one question though, everyone keep mentioning elly for her chaining capabilities and lots of element but I only see one chaining skill with wind element (she has a earth one one too but with very low modifier) so am I missing something?
     
  14. Memel0rd

    Memel0rd Rizer is broken Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    She has weaker ones too (e.g. 250% AoE 16 Hit (8 Fr) Earth Magic Attack & AoE 3 Turn -60% Earth Resist) that she can self cap with her finishers (e.g. 450% AoE 1 Hit Earth Magic Attack + 200% Each Use (Max: 1450%))
     
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  15. victor sant

    victor sant "Hall of Fame" Member Supporter

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    He actually can't w-cast his 1-hits, only the "salute" skills that are all chain moves.
     
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  16. Memel0rd

    Memel0rd Rizer is broken Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    oh wait oof

    fixed
     
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  17. Skye

    Skye Ascended Member

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    Thanks for the review!

    So WKN is now #1 magic tank, huh? Good to know. I hope that fire weakness won’t drag him down for the trials, lately every boss seems to use several elements...
     
  18. Krota

    Krota "Hall of Fame" Member Supporter

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    Since I already have a 7 star 2B I used my fanfesta UoC ticket on Christine mostly because I dig many of supportive aspects. Her AOE imperial will be a godsend for me when Sephiroth drops. I hope they address some of her ability frames with next week's ability enhancments.
     
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  19. KeybladeMaster97

    KeybladeMaster97 "Hall of Fame" Member Supporter

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    Great review as always. Glad to know about how good the old units are. Can't wait for enhancements
     
  20. Francesco

    Francesco Ascended Member

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    Ok she can can self cap her one hitting moves that's what I was missing. Thank you, enjoy your holidays! :D
     
    Last edited: Dec 22, 2018

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