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Unit Review: Kunshira (Final Fantasy Brave Exvius)

Discussion in 'Unit Reviews' started by Memel0rd, Mar 24, 2018.

  1. Memel0rd

    Memel0rd MHWl0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    A female Natura who lives in Gungan, a nation of beasts. Kunshira's appearance greatly resembles that of a cat. She serves King Yashka, the ruler of the Natura tribe, as his close aide. Although her personality is on the serious side, she enjoys being outdoors like any other Natura. Unhappy with the current misunderstanding between the beast tribes, she is hoping to find a solution through diplomacy.
    Hybrid damage, a human-cat crossover, high versatility and great equipment selection: we have it all. How it'll go? IN TODAY'S EPISODE OF MEME REVIEWS. Wait, this isn't pewdiepie.


    Kunshira Review by Memel0rd

    [​IMG]

    In-Game Sprites:
    [​IMG] 5*
    [​IMG] 6*

    Equipment Selection: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    No innate weaknesses | No innate resistances
    Trust Master Reward: Nature Loving Spellblade (Materia) - Increase ATK (40%) when equipped with a sword
    Increase MAG (40%) when equipped with a robe


    6* Stats at Lvl. 100:
    HP: 3484 (+450) Mag: 145 (+30)
    MP: 171 (+75) Def: 126 (+30)
    Atk: 142 (+30) Spr: 124 (+30)


    6* Limit Burst:
    Blade Master (Base / 20 LB-Crysts): 1-Hit Hybrid damage (13.2x) to one enemy
    Enables access to the following ability for 2 turns: Superior Mageblade
    Blade Master (Max / 20 LB-Crysts): 1-Hit Hybrid damage (18x) to one enemy
    Enables access to the following ability for 2 turns: Superior Mageblade

    Superior Mageblade (68 MP / 1-Hit) - Hybrid damage (11x) to one enemy


    5*: Lvl 12 Firaja Blade (38 MP / 1-Hit) - Fire hybrid damage (8x) to all enemies

    5*:
    Lvl 25 Waterja Blade (38 MP / 1-Hit) - Water hybrid damage (8x) to all enemies

    5*: Lvl 36 Thundaja (38 MP / 1-Hit) - Lightning hybrid damage (8x) to all enemies

    5*: Lvl 44 Osmose Blade (12 MP / 1-Hit / 1-Hit) - Hybrid damage (1.4x) to one enemy
    Hybrid damage (0.3x) as MP drain (30%) to one enemy

    5*: Lvl 53 Aeroja Blade (38 MP / 1-Hit) - Wind hybrid damage (8x) to all enemies

    5*: Lvl 76 Holy Blade (29 MP / 1-Hit) - Light hybrid damage (4.6x) to one enemy

    6*: Lvl 21 Fire Formation (45 MP / 1-Hit) - Fire hybrid damage (5.5x) to one enemy
    Increase water resistance (50%) for 3 turns to all allies

    6*: Lvl 38 Water Formation (45 MP / 1-Hit) - Water hybrid damage (5.5x) to one enemy
    Increase fire resistance (50%) for 3 turns to all allies

    6*: Lvl 45 Lightning Formation (45 MP / 1-Hit) - Lightning hybrid damage (5.5x) to one enemy
    Increase ice resistance (50%) for 3 turns to all allies

    6*: Lvl 53 Wind Formation (45 MP / 1-Hit) - Wind hybrid damage (5.5x) to one enemy
    Increase earth resistance (50%) for 3 turns to all allies

    6*: Lvl 62 Light Formation (45 MP / 1-Hit) - Light hybrid damage (5.5x) to one enemy
    Increase dark resistance (50%) for 3 turns to all allies

    6*: Lvl 69 Spellblade - Blazing Threat (40 MP / 10-Hit) - Fire hybrid damage (5.5x) to one enemy
    Decrease fire resistance (50%) for 4 turns to one enemy

    6*: Lvl 77 Spellblade - Calm Waters (40 MP / 10-Hit) - Water hybrid damage (5.5x) to one enemy
    Decrease water resistance (50%) for 4 turns to one enemy

    6*: Lvl 82 Spellblade - Roaring Thunder (40 MP / 10-Hit) - Lightning hybrid damage (5.5x) to one enemy
    Decrease lightning resistance (50%) for 4 turns to one enemy

    6*: Lvl 88 Spellblade - Windstorm (40 MP / 10-Hit) - Wind hybrid damage (5.5x) to one enemy
    Decrease wind resistance (50%) for 4 turns to one enemy

    6*: Lvl 94 Spellblade - Glittering Light (40 MP / 10-Hit) - Light hybrid damage (5.5x) to one enemy
    Decrease light resistance (50%) for 4 turns to one enemy

    6*: Lvl 100 Mageblade (42 MP / 1-Hit) - Hybrid damage (7x) to one enemy
    Enables access to the following ability for 2 turns: Superior Mageblade
    5*: Lvl 1 Spellblade Genius - Allow use of one-handed swords and rods in both hands

    5*:
    Lvl 49 - ATK + 30%

    5*: Lvl 58 Auto-Refresh - Recover MP (5%) per turn

    5*: Lvl 66 - MAG + 30%

    5*: Lvl 80 Shibyra Technique - Increase physical and magic damage against beasts, humans, and fairies (50%)

    6*: Lvl 1 Aide to the King - Increase ATK/MAG (30%) when equipped with a sword
    Increase ATK/MAG (30%) when equipped with a rod

    6*: Lvl 35 - HP + 20%


    Pros:
    The joke I want to make might be too offensive, so no introduction jokes this time.

    Kunshira is a hybrid attacker and for that her base stats are pretty good. That pretty much sums up all her stats as none are very outstanding but none are underwhelming. Well-rounded if you want so. However, as a hybrid attacker not only her equipment selection is fitting with swords and rods, but you actually want to equip these. Once you equip a rod and a sword to Kunshira, she has innate 90% ATK/MAG! Oh and she can dualwield swords/rods innately, so yeah. You won't lack in offensive stats. She also gets a 20% HP boost and 5% MP refresh, fair enough.

    As we go further into her kit, we will soon see that Kunshira is one of these DPS units that have a huge versatility. Shibyra Technique helps in that regard as it grants Kunshira a 50% phys/mag killer for beasts, humans and fairies. While fairies are rather rare enemies, beasts and humans are fairly common so it's a nice occasional damage boost.

    Kunshira can be used as a hybrid finisher as well as a hybrid chainer. So let's take a look at her finisher role first as I don't want to mix it all up and make it more confusing for you guys.

    The first four finishers are all elemental blades. With Firaja-/Waterja-/Thundaja-/Aeroja-Blade Kunshira has access to four common elemental finishers, each one having an AoE 800% modifier. This is nice to have as she can adapt to almost any enemy type. To be fair, you will see this element combination + light damage all the time from now on.

    Onion Knight, what are you doing here??
    With Kunshira's 5 different Formation abilities, she can deal either fire, water, thunder, wind or light damage while also increasing the water, fire, ice, earth or dark resistance to all allies by 50%. It's not as strong as Onion Knight's element resistance buffs, but for sacrificing the wind resistance buff, you get an ice and probably most importantly a dark resistance buff.

    Lastly we have Mageblade and her Limit Burst, both able to unlock Superior Mageblade , a 1100% hybrid finisher, for two turns . While Mageblade is a 700% finisher and her Limit Burst a 1320% -> 1800% hybrid finisher. All of these abilities are non-elemental, thus you ideally equip Fryevia's needle and use an ice imperil.

    We still have to cover her chaining moves. And whooo would have guessed, Kunshira has 5 different element chaining moves! Fire, Water, Thunder, Wind and Holy. I'm not gonna lie, for a chainer that's a nice selection. Unlike Onion Knight, she also imperils that element by 50%. So in total we have a 10-Hit ST 550% hybrid modifier with the respective element + 4 turn imperil. This means that you can basically adjust Kunshira to preeeetty much every enemy, try to utilise their weakness while also still having your three occasional killers to boost the damage even further.

    Since some events and trials in the future are also going to include physical and magic immunity or resistance, it's worth to mention that hybrid damage will always comes through because only the respective damage portion will get mitigated.


    Cons:
    Kunshira's major issue will be her modifiers
    , as you will see in a second.

    Starting with the stats, Kunshira is very likely to run into heavy MP issues due to the lack of MP passives and every ability having about 40~45 MP costs. Her build path doesn't help much at that either. Osmose Blade can definitely solve this issue but you will lose a turn of dealing damage, which for the most part is not what you want.

    Something that bothers me a bit and goes more into a nitpicking direction is the lack of DEF/SPR passives and the lack of status ailment resistances. It's not a huge deal as mostly you will run a tank anyway, but it can be annoying to sacrifice ATK/MAG stats in order to keep her safe from status ailments.

    Looking at her finisher modifiers, you might have noticed I skipped the damage portion of Kunshira's Formation abilities. Why though?
    Because their modifiers are awfully low with 550%. Yes, her chaining moves are only at 550% as well, but they at least have 50% imperils which will help her out in that regard. You should not expect high damage from these abilities and rather see them as decent side damage while boosting your respective element resistance.

    Her -Ja Blades have decent modifiers, but it's not comparable to physical or magic finishers as their dedicated damage is a lot lot higher, especially when looking at top dogs like Ang or Blossom Sage Sakura. That's why I will compare her to Veritas of the Light later on.

    Last but not least are her Spellblades. Before I continue: yes, they deal decent enough damage and this is more nitpicking once again. But 550% hybrid modifiers are very very low. Which is a bummer. If they increased it up to Fryevia's 800% hybrid modifiers, Kunshira would have been a versatile hybrid monster. This way she's "only" decent. But more for that in the actual comparison, I just wanted to adress it here briefly before we move on. I see this more as wasted potential. BUT let me tell you, her damage is not bad.


    Side-Notes:
    Kunshira
    surprisingly has enhancements and a 7* in the JP version and many have been saying that she is beastly. Literally... Bad pun.
    For real though, Kunshira gets more chaining tools, a very high 30 hit count wind/thunder chain with a decent modifier, way higher stats and so on. Especially the new 400% ATK/MAG stat cap helped her out a lot!
    Once we compare her to dedicated magic chainers or TDH chainers she starts to look a bit mediocre again. So WHY exactly is Kunshira seen as such a good unit in JP?
    Because hybrid damage against the current trials is a blessing. The current trial bosses tend to swap between physical and magic immunity very often. And as I explained earlier, hybrid damage only gets mitigated in their respective damage portion, which means Kunshira will always be able to deal damage to them. While also combining that with her massive elemental versatility and her killers to add on top of that. Now that's very very convenient.
    One of her main competitors is Kurasame, a strong ice hybrid chainer. He is less versatile since he is locked into ice chains, but deals a lot more damage than what Kunshira is capable to do.
    Still, Kunshira enjoys the trials currently and thus is a very good unit for now in the JP section.


    Best In Slot:
    Now, the build I give you can be done a bit more easily if you swap out Japa Mala for another Ring of the Lucii and then use a 30% ATK/MAG materia, but I prefer the HP and especially MP from Japa Mala. Oh and also the Japa Mala build has 3 ATK/MAG less, but please.
    Also, we are not sure if this is getting fixed or not but I assume her TMR stacks. If it gets unstackable in the next patch, I'll update the review.
    Death Trap (80 ATK, 100 MAG, 10% MP) (Fryevia's Needle for finisher)
    Glory of Evil (92 ATK, 120 MAG)
    Minstrel's Prayer (6 DEF, 42 MAG, 46 SPR, 20% MP)
    Dark Robe (35 DEF, 55 MAG, 20 SPR)
    Japa Mala (20% HP/MP/ATK/MAG, +3 DEF)
    Ring of the Lucii (30% ATK/MAG, 25% evasion, 3 ATK/MAG)
    ADV 5 (40% ATK/DEF/MAG/SPR)
    3x Nature Loving Spellblade (120% ATK/MAG)

    Stats with Bahamut:
    5567 HP
    429 MP
    927 ATK (835 LH | 847 RH)
    322 DEF
    1084 MAG
    341 SPR

    With Fryevia's Needle:
    939 ATK
    1096 MAG


    Arena:
    Kunshira has nothing to appeal in the Arena. Her hybrid attacks can be dodged, she doesn't have super high HP, she does not have death / status ailments nor status ailment protection. For beginners she's a decent unit to start out with due to AoE attacks and innate DW, but that's about it.




    Kunshira [​IMG] VS [​IMG] Fryevia
    • Kunshira has higher base hybrid stats and higher ATK/MAG passives
    • Kunshira has 5 different element chaining moves
    • Kunshira has a higher hit count
    • Kunshira has 3 phys/mag 50% killers
    • Kunshira has innate DW swords/rods
    • Kunshira has way stronger finisher moves than Fryevia
    • Both have 50% imperils
    • Fryevia has decent status ailment protection
    • Fryevia has 20% phys/mag dodge
    • Fryevia has ignore fatal attacks
    • Fryevia has way higher base modifiers on her chain
    Obviously Kunshira through her selection of elements has a way higher versatility. In fact, she can adapt to pretty much every fight and possibly even every weakness, unless they are weak to ice, earth or dark.
    Fryevia on the other hand has a lot higher modifiers, so why don't we take a look at the maths?
    927 ATK
    835 | 847 (1007 | 1022 100% buff))
    1084 MAG (1259 100% buff)

    3,445 average chain modifier

    Turn 1: ((1007^2 x 5.5 x 3.445 + 1022^2 x 5.5 x 4 x 1.5) + (1259^2 x 5.5 x 3.445 + 1259^2 x 5.5 x 4 x 1.5)) / 2 = 68,011,330 (Spellblade - XY)
    Turn 2: ((1007^2 x 5.5 x 3.445 x 1.5 + 1022^2 x 5.5 x 4 x 1.5) + (1259^2 x 5.5 x 3.445 x 1.5 + 1259^2 x 5.5 x 4 x 1.5)) / 2 = 80,323,084 (Spellblade - XY)

    With 50% killers: 120,484,626
    880 ATK (788 | 788)
    Post 100% ATK buff: (967 | 967)
    1031 MAG
    Post 100% MAG buff: 1202 MAG

    3,21 AVG chain modifier

    Turn 1: ((967^2 x 8 x 3.21 + 967^2 x 8 x 4 x 1,5) + (1202^2 x 8 x 3.21 + 1202^2 x 8 x 4 x 1.5)) / 2 = 87,675,258 (Frost Flower Blitz)
    Turn 2: ((967^2 x 8 x 3.21 x 1.5 + 967^2 x 8 x 4 x 1,5) + (1202^2 x 8 x 3.21 x 1.5 + 1202^2 x 8 x 4 x 1.5)) / 2 = 102,954,171 (Frost Flower Blitz)
    Now what we can see is that Fryevia deals about 22% damage more than Kunshira, but that takes into account that the enemy is not weak to Fire, Water, Thunder, Wind or Holy and also is not a beast, human or fairy type enemy.
    Due to the very situational damage comparison on this one, I will put them on par. Situationally Kunshira will be better or worse depending on what you are facing, but generally also brings higher versatility.




    Kunshira [​IMG] VS [​IMG] Veritas of the Light
    • Kunshira has higher hybrid base stats and way higher passivs
    • Kunshira generally has a better equipment selection
    • Kunshira deals ST damage
    • Both have restricted DW
    • Veritas of the Light has 4 phys/mag killers
    • Veritas of the Light has better survivability
    • Veritas of the Light has a chance to counter with a 100% light imperil
    • Veritas of the Light has status ailment protection
    • Veritas of the Light has a 74% DEF/SPR break with her LB
    • Veritas of the Light deals AoE damage
    It's basically only a damage dealing comparison, there is not a lot more to talk about with either of these units. Besides that VotL is an AoE finisher and Kunshira a ST finisher, which can make a difference depending on the enemy.
    Anyway, let's look at the damage output.
    Assuming 50% Ice Imperil
    Stats after 100% buff:
    (1022 ATK | 1022 ATK)
    1271 MAG

    Turn 1: ((1022^2 x 7 x 4 x 1.5) x 2 + (1271^2 x 7 x 4 x 1,5) x 2 ) / 2 = 111,716,850
    Turn 2: ((1022^2 x 11 x 4 x 1.5) x 2 + (1271^2 x 11 x 4 x 1,5) x 2 ) / 2 = 175,555,050
    Turn 3: ((1022^2 x 11 x 4 x 1.5) x 2 + (1271^2 x 11 x 4 x 1,5) x 2 ) / 2 = 175,555,050
    Turn 4: ((1022^2 x 18 x 4 x 1.5) + (1271^2 x 18 x 4 x 1,5)) / 2 = 143,635,950
    Turn 5: ((1022^2 x 11 x 4 x 1.5) x 2 + (1271^2 x 11 x 4 x 1,5) x 2 ) / 2 = 175,555,050
    Turn 6: ((1022^2 x 11 x 4 x 1.5) x 2 + (1271^2 x 11 x 4 x 1,5) x 2 ) / 2 = 175,555,050

    AVG damage: 159,595,500
    Assuming 50% Light Imperil
    893 (815 LH | 842 RH)
    1074

    Turn 1: ((815^2 x 1.5 x 4 + 842^2 x 1.5 x 4) + (1074^2 x 1.5 x 4) x 2) / 2 = 11,040,423
    Turn 2: ((815^2 x 16 x 4 x 1.5 + 842^2 x 16 x 4 x 1.5) + (1074^2 x 16 x 4 x 1.5) x 2 ) / 2 = 176,646,768
    Turn 3: ((815^2 x 16 x 4 x 1.5 + 842^2 x 16 x 4 x 1.5) + (1074^2 x 16 x 4 x 1.5) x 2 ) / 2 = 176,646,768
    Turn 4: ((815^2 x 16 x 4 x 1.5 + 842^2 x 16 x 4 x 1.5) + (1074^2 x 16 x 4 x 1.5) x 2 ) / 2 = 176,646,768

    AVG damage: 135,245,181
    Unless you are very lucky and somehow get VotL's light imperil, Kunshira will be better by a decent amount. However, you still have to include that Kunshira is ST.
    For the review's sake though:
    Kunshira wins.


    Trust Master Reward:
    Now this is a massive hybrid TMR. 40% ATK with swords and 40% MAG with robes? This is a 100% get for Kunshira and Fryevia users. Though I might hold back on getting multiple ones until the next maintenance. There wasn't any indication that this TMR is unstackable, but Werei had the same issue and got unstackable in the next patch. Just a small advice.
    High priority for hybrid users (which aren't many), skip for everybody else pretty much.


    Conclusion:
    Frankly, Kunshira is pretty good.
    I know many (partially including myself) were first underwhelmed by Kunshira. In all honesty I underestimated her a lot and thought she just... sucks.
    However, her finisher damage is actually quite strong, which I didn't expect. And her Dualwield chain damage is only slightly worse than Onion Knight's against equal DEF/SPR enemies, so in most cases even higher than what he can do. I know Onion Knight is not a high meta unit, but he is a very versatile one.
    Fryevia became really strong with Kunshira's TMR and due to Kunshira's sheer versatile she can abuse the enemy's weakness and type easily and often becomes an actual strong chainer. Especially for new players she can be easy to gear.
    I don't say she is a broken unit. But hybrid damage should be seen as its own category the more we go on simply due to damage immunity / resistance becoming more important as we continue playing the game. And in that Kunshira is just great.
    In the far future Kunshira will pay off as well. Yes, she is not a Lotus Mage Fina and even after reading this review many will be disappointed. But she isn't as bad as you might thought she will be. Try her out at least.


    Character Design: 9/10
    Sprite: 8.5/10
    Chainer: 8/10
    Finisher: 8.5/10
    Trust Master Reward: 9/10
    Arena: 3/10
    Limit Burst: 8/10
    Future Proof: 9/10
    Free 2 Play: 9.5/10
    Pay 2 Play: 8/10
    Personal Rating: 8.5/10
    Optimal Rating: 8~8.5/10


    [On-Banner Reviews]
    [​IMG] Lotus Mage Fina (5*)


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    Now after the review I have to admit: I kinda want her and try her out myself. But I won't really pull on this banner, so maybe someday else. Since it's saturday now, I hope you're having a great weekend and had decent pulls at least. Don't lose faith!

    Memel0rd out
     
  2. zapzap

    zapzap Member

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    As aways the best memes reviews! Oops...::joy::
     
  3. Carnefix

    Carnefix Newsl0rd Staff Member Moderator VIP Supporter German Moderator Arena Runner-Up S1

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    No Jokes about her and Jake. I'm disappointed ::think::

    Great review ::up::
     
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  4. Dino

    Dino Ascended Member Supporter

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    she is purple so good in my book
     
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  5. Regina Inferorum

    Regina Inferorum Well-Known Member

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    For someone who had absolutely no expectations for this unit, Kunshira pleasantly surprised me. Most people are underwhelmed because they expected Lotus Fina. But Kunshira is really a decent unit and I'm happy I got her.
     
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  6. Scoustar

    Scoustar Ascended Member Supporter

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    Thanks Meme! I wanna try her with my eTidus and see if she can do a decent job at finshing...

    Her water imperil (my Tidus is DW) makes me think I can add the bonus damage this will cause from Tidus + her finisher after will make her potential a little better. If I can pull her that is!!
     
  7. Ashlag

    Ashlag Use Diabolos for KM, not Ifrit. Staff Member Moderator VIP Supporter

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    Yeah, right, I wanted some fur...... uh, nope, I don't want that.
    Anyway, pretty good review. I really want her for the story events and all kind of farming events, cause... You know... I kinda don't want to use D.Fina in those. While she covers a whole lot of elements too, she is a lot less useful in end events. This is more out of comfort than real need, though, cause Tedeeh hits a lot more than necessary already.
     
  8. Memel0rd

    Memel0rd MHWl0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    That's why I excluded it.
     
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  9. Donpru

    Donpru Ascended Member

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    Tbh I want her more than CG Fina
     
  10. Memel0rd

    Memel0rd MHWl0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    Same, I don't care about healers
     
  11. iNi

    iNi Ascended Member

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    Pulled 4 of them and no Fina, but after your review I got better with that fact. Might be interesting when 7* comes.
     
  12. Nina

    Nina Eyes on Me VIP Supporter Account Trade Moderator

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    Really hope I pull her. Need that Kitty and Doggo team!
     
  13. Maxie

    Maxie Ascended Member

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    To think Kunshira is bad is just pure ignorance. She's amazing, coverage for 5 elements is great. Sure her chain isn't as strong as Fryevia but that's irrelevant. Kunshira is FAR easier to equip and make big in comparison to Fryevia that the "low modifiers" problem is more than compensated plus her finishers don't suffer from this so she is guaranteed to hit hard at very much any time.

    I do agree there is a problem with her survivability, but Fryevia is not THAT much more resistant either (if you want her to live more you'll need to sacrifice some offensive for HP/DEF or whatever, that goes for both girls).

    Covering 5 elements make hers so great against so much future content that I don't know where to begin with. Starting with Moose, later Bomb Family Trial (which almost always uses OK due to coverage), some of the 10 man too. Jesus there is just so much she can do that her potential is monstrous.

    I wanted her since the beginning, truth be told I wanted Fina the most and wanted to stop pulling the second I got Fina, but my pleas were listened and I got not one but TWO catgirls AND Fina on top of that and I'm beyond any comprehension of happiness possible. Kunshira is just that of a good unit and there is no force in the universe that can change that fact.
     
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  14. Arkadi

    Arkadi "Hall of Fame" Member Supporter

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    I got her while using tickets to get a couple copies of Erwin... Never got Erwin, but I'm happy with the results anyways. Thanks for the enlightening review Meme!
     
  15. edude127

    edude127 Ascended Member

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    @Memel0rd Wouldn't Fry's needle mess up her elemental attacks, since it's an Ice weapon?
     
  16. SNova42

    SNova42 Well-Known Member Supporter

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    Wow that’s much better than I thought. The stats especially surprised me. (Almost 1000 ATK and > 1000 MAG, amazing) which actually boosts her damage up a lot, I think. Totally makes up for the low multipliers.
     
  17. Consarn

    Consarn Grounded for life... NOT! VIP Supporter

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    Great, that just means Eevee won't be in the Pokémon collab.
     
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  18. Memel0rd

    Memel0rd MHWl0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    I only used Fryevia's needle for the finisher maths
     
  19. DanM

    DanM Well-Known Member Supporter

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    I think I read this also in others review, but Ring of the Lucii give +3 mag/spr, not +3atk/mag ;)
    Great review as always anyway, as I thinked she's only a decently unit with a very good tmr :rolleyes:
     
  20. Klaus

    Klaus Polll0rd VIP Supporter

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    This review only strengthens my "How can Fryevia be so OP?" argument further.

    Ultra Instinct Frost Flower Blitzball of Oblivion and Beyond the 23rd when?
     
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