A young boy who watched his mother die and blamed Snow for the grave misfortune that had befell on him. That's right, we're talking about Hope and how well he compares in the Global meta. As usual, leave comments, and questions below. Lastly, enjoy the review. In Game Sprite Models: [4*] | [5*] Equipment: Weaknesses: None | Resistances: None Trust Mastery Award: Nue (Weapon): ATK +51, MAG +82 Limit Break: 270% AoE 1 Hit Magic Attack + Ignore -50% MND -> 365% AoE 1 Hit Magic Attack + Ignore -50% MND Spoiler: Hope Stat Table Rarity Level HP MP ATK DEF MAG SPR DC Hits 4* 582 / 1765 (240) 37 / 113 (40) 25 / 76 (16) 21 / 65 (16) 29 / 89 (16) 23 / 70 (16) 2 4 5* 757 / 2295 (300) 49 / 148 (50) 33 / 100 (20) 28 / 85 (20) 38 / 116 (20) 30 / 92 (20) 3 4 Icon Name Effect MP Level Learned & Rarity Esuna ST Cure Poison, Blind, Sleep, Silence, Paralyze, Confuse 8 12 [****] Firaga 180% AoE 1 Hit Fire Magic Attack 20 21 [****] Blizzaga 180% AoE 1 Hit Ice Magic Attack 20 34 [****] MP +20% Boost users MP stat by 20% - 42 [****] DEF +20% Boost users DEF stat by 20% - 48 [****] Thundaga 180% AoE 1 Hit Thunder Magic Attack 20 52 [****] Deshell ST 3 Turn -20% SPR Debuff 4 60 [****] Waterga 180% AoE 1 Hit Water Magic Attack 20 26 [*****] Aeroga 180% AoE 1 Hit Wind Magic Attack 20 46 [*****] Area Blast 180% AoE Physical Attack 17 64 [*****] MAG +20% Boosts users MAG by 20% - 72 [*****] Raise ST Revive with 30% HP 12 80 [*****] Pros: Great Elemental Selection: Hope as our next 5* mage gets alot of elements to work with and this is really great. Most mages before him had 2-3 elements to work which are the usual of Fire/Ice/Thunder lines. Hope on the other hand has this + Water/Wind spells which makes him more versatile to use in combat among the mages behind him. Light Shield Equip: I've said it before, but mages who can equip shields or have some sort of HP/DEF passive hold a higher place cause they're more likely to survive in the meta. The one thing that makes mages hard to use is their low DEF stat which many bosses take clear advantage of so it's great that Hope has this alongside a DEF +20% passive to make himself more durable for these kind of fights. Cons: Area Blast: I don't know why they really insisted on putting this move on almost everyone on the XIII batch. But, Hope didn't deserve this at all. I mean yes, he does have good throwing weapons and even his exclusive throwing weapon is evidence of this. But, why would you give up 5/8 element support? For a element-less move? On top of that, he doesn't even have a ATK passive so this move was real unnecessary for Hope. PvP Arena: Hope is very solid in PvP Arena. Given he is a 5* max unit, he can still die fast against majority 6* teams. But, him as a unit is good cause of his elemental coverage. Most of the elements he possess can hit someone for a specified weakness which is great to take advantage of when you're trying to focus down potential threats on the opposing team. Hope also has some support in Esuna that helps him in clear some rather annoying statuses on your teammates like Silence, Paralyze and etc. Trust Mastery Award: Nue would only be useful for a mixed unit who has clear moves to use in both sides of the field. Hope doesn't really make this cut as he's majority magical from his passives, and movepool. But, if a unit had a rather even amount of moves then this TM could service them in a useful way. But, this TM is not one of those you must get now kinds.. Simply just a meh TM. Comparing to Other Units: - Tellah Hope has more elemental coverage than Tellah. Hope has more equipment support than Tellah. Hope has more passives than Tellah. Tellah can heal MP, Hope cannot heal MP. Overall Verdict: Hope & Tellah are very very alike. Hope in my honest opinion is a more improved Tellah so you can guess who wins here. But, Tellah may have a little bit more support with small Cura heals, while may be better to use over Esuna from Hope depending on your team comps. But, everything else Hope is basically a improved Tellah. More elements to work with, better equipment for survival, and better overall passives. - Arc Arc has Dual Black Magic which makes his damage higher than Hope. Hope has better equipment, and passives as opposed to Arc. Hope has more elements than Arc. Hope supports the team better than Arc. Overall Verdict: Arc is still our best 5* damaging mage cause of his Dual Black Magic alone. If he didn't have this I would've put Hope over him cause of the more elements/team support that Hope has. But, DBW has a incredibly high niche for Arc so he would still win DPS wise. Hope however would be better in terms of support or needing a unit who could cover the 2 elements that Arc cannot hit being Water/Wind. So, Arc for damage, Hope for support. Conclusion: Hope is a very solid 5* mage. You should be happy if you pull him if you're lacking any real strong mages in your party. He has the ability to do what he needs to do without much of a real hassle and would be a solid fit for teams, and or PvP Arena. So, try for him. He's a good 5* mage.