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Unit Review: Machina (Final Fantasy Type-0)

Discussion in 'Unit Reviews' started by Memel0rd, Nov 6, 2018.

  1. Memel0rd

    Memel0rd Unil0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    A young man who appears in the tales of a world divided into four nations that individually control their own unique Crystals. Machina attends Akademeia as an Agito cadet. His talent in both academics and combat allowed him to graduate from Class Second to Class Zero. Machina's past is a dark one, marked by the destruction of his hometown following a mutant malboro attack.The Militesi forces purged the town to prevent the mutation from spreading. At the time, Machina was just a child and his hatred for the empire has grown ever since.
    No idea who he is but people keep saying he's a douchebag, so......

    I was live during Lady Hero's stream for extra life! In case you missed it, twitch luckily uploads streams as videos!
    https://www.twitch.tv/videos/331170479

    I currently have an issue scheduling workouts, reviews and uni, so if you're asking yourself why some reviews come really late... that's the answer.
    I'll try my best to fix it so that reviews like Machina do not get released THIS late.



    Machina Review by Memel0rd

    [​IMG]


    In-Game Sprites:
    [​IMG]5*
    [​IMG]6*
    [​IMG]7*

    Equipment Selection: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    No innate resistances | No innate weaknesses
    Trust Master Reward: Opposition (Materia) - Auto-cast Opposition at the start of a battle
    Increase ATK (35%) when equipped with a sword
    Increase ATK (15%) and HP (10%) when equipped with clothes
    STMR: Excalibur FFT0 (Sword) - 163 ATK, Dualwield


    7* Stats at Lvl. 120:
    HP: 4622 (+540) Mag: 160 (+40)
    MP: 209 (+90) Def: 162 (+40)
    Atk: 201 (+65) Spr: 185 (+40)


    7* Limit Burst:
    Cyclone Drive (Base / 24 LB-Crysts): 12-Hit Physical damage (5.8x) with ignore DEF (50%) to one enemy
    Decrease ATK/MAG (50%) for 3 turns to one enemy

    Cyclone Driver (Max / 24 LB-Crysts): 12-Hit Physical damage (7x) with ignore DEF (50%) to one enemy
    Decrease ATK/MAG (79%) for 3 turns to one enemy


    5*: Lvl 17 Dark Side (36 MP / 5-Hit) - Dark physical damage (3x) to all enemies
    Dark physical damage (1x) as HP drain (30%) to all enemies
    Inflict confuse (20%) to all enemies
    Inflict stop (20%) for 1 turn to all enemies

    5*: Lvl 58 Siphon Sword (56 MP / 5-Hit) - Physical damage (1.5x) as HP drain (30%) to one enemy
    Physical damage (1.5x) as MP drain (30%) to one enemy
    Decrease DEF/SPR (70%) for 1 turn to one enemy
    Decrease DEF/SPR (55%) for 3 turns to one enemy
    Decrease DEF/SPR (45%) for 5 turns to one enemy

    5*: Lvl 80 Stunning Slash (56 MP / 5-Hit) - Physical damage (3x) to one enemy
    Decrease ATK/MAG (70%) for 1 turn to one enemy
    Decrease ATK/MAG (55%) for 3 turns to one enemy
    Decrease ATK/MAG (45%) for 5 turns to one enemy

    6*: Lvl 27 Guardian Blades (32 MP) - Mitigate physical damage taken (20%) for 3 turns to all allies
    Chance to counter physical attacks (50%) with physical damage (3x) to one enemy for 3 turns to all allies, except caster (max 2/turn)

    6*: Lvl 52 Enforced Magic Barrier (32 MP) - Mitigate magic damage taken (20%) for 3 turns to all allies
    Increase SPR break resistance (100%) for 3 turns to all allies

    6*: Lvl 100 Element Eiger (60 MP / 8-Hit) - Physical damage (5.2x) to one enemy
    Decrease fire, ice and lightning resistance (60%) for 3 turns to one enemy
    [​IMG]Absolute Mirror of Equity

    7*: Lvl 101 Summon Eidolon (0 MP) - [4 turns cooldown, available on turn 1]
    Increase evocation gauge (10)
    Inflict unresistable death (100%) to caster

    7*: Lvl 105 Awakening (80 MP) - [7 turns cooldown, available on turn 1]
    Restore HP (100%) to caster
    Increase ATK (200%) for 5 turns to caster
    Decrease DEF (30%) for 5 turns to caster
    Enable skill for 5 turns to caster: Rush Blade
    5*: Lvl 1 Dualwield - Enable dual wielding of one-handed weapons

    5*: Lvl 36 Chichiri's Godfather - Increase HP (30%)
    Auto-heal (60 HP, 1.2x) per turn
    Recover MP (5%) per turn

    5*: Lvl 69 Hometown Survivor - Increase resistance to poison, blind, and disease (100%)

    6*: Lvl 1 Former Class Second Cadet - Increase ATK/DEF (30%)
    Increase EVO MAG (20%)

    6*: Lvl 70 Power of the L'cie - Increase ATK (50%)
    Increase LB gauge fill rate (100%)

    7*: Lvl 101 Crystal's Chosen One - [Requirement: TMR equipped]
    Auto-cast Crystal's Chosen One at the start of a battle
    Increase LB gauge (1) per turn

    7*: Lvl 110 Brotherly Bond - Increase MP (20%) and ATK (40%)

    7*: Lvl 115 - SPR + 20%

    7*: Lvl 120 Twin Bolt Rapiers - Recover MP (5%) per turn
    Increase modifier (1.5x) to Dark Side, Element Eiger, Siphon Sword, Stunning Slash
    Increase modifier (0.75x) to Rush Blade
    Increase equipment ATK (40%) when dual wielding
    5*: Lvl 1 Libra (1 MP) - View info on one enemy

    5*: Lvl 17 Curada (9 MP) - Heal (800 HP, 3.4x) to one ally

    5*: Lvl 69 Thundaga (20 MP / 1-Hit) - Lightning magic damage (1.8x) to all enemies


    Pros:
    Machina has surprisingly good base stats
    with decent HP, DEF, SPR and even MP while still having a high base ATK. His passives aren't bad either. A total of 120% ATK without any requirements as well as innate Dualwield, 30% HP/DEF, 20% MP/SPR and 10% MP refresh? Overall that's well rounded. Machina also has innate 40% TDW which means he can hit quite high ATK stats as a DW unit.
    Machina is resistant against poison, blind and disease which all aren't the worst of status ailments and partially easy to come by. Still nice to have innate resistances though.

    His trust ability isn't too exciting though. His own TMR grants 35% ATK with swords, 15% ATK / 10% HP with clothes and a self 150% ~ 100% all stat buff which's effect becomes worse over the course of turns. His TMR ability adds a 110% ATK buff as well as 5% phys / magic mitigation for an endless amount of turns as well as 1 auto LB. It's not a bad TMR ability it just doesn't add as much to him as it does for others.

    Machina is quite simple in what he does, but also effective at the same time. He has both breaker and chainer capabilities, both of them are decently strong.

    As a chainer he has one main ability. His LB can chain too but that requires a dupe, so for most of the times you will focus on his Element Eiger. Why? Because it has AT (absolute mirror of equity) frames. Right now we only have Dracu Lasswell as AT chainer, but there will be a handful of other ones coming.
    Element Eiger is a 520% ST modifier with 8 hits and a fire, ice and lightning 60% imperil. At lvl 120 this goes up to a 670% modifier. The triple imperil is really nice and if you were lacking a chaining partner for Dracu Lasswell, this is the way to go. Machina himself can deal a good chunk of damage with this.

    Before we get to his breaks, Machina also has two buffs!

    He has access to an AoE 20% physical or magic mitigation buff that lasts 3 turns. The physical resistance buffs makes him counter (50% chance) any physical attacks that hit your team with a 300% modifier. This is limited to 2 counters per turn, but it generates some LB crysts.
    The magic mitigation buff also applies an AoE SPR break resistance, which can be useful if the enemy uses their debuffs first and then deals damage. Overall having these on a breaker can be a lifesaver due to stacking mitigations.

    Machina's best quality however are his breaks. His DEF/SPR break has an HP + MP drain attached to it, his ATK/MAG break simply a 300% modifier.
    Both of them are ST and have an interesting mechanic that was already featured from his TMR. Decaying or rather deminishing breaks.
    For example, his ATK/MAG break starts at a 70% 1 turn break and applies a 55% 3 turn break as well as a 45% 5 turn break at the same time. Which basically means that the strength of the break becomes worse and worse unless you re-use it.
    The same goes for the DEF/SPR break but keep in mind that you can utilise imperils and DEF/SPR breaks effectively one more turn due to them wearing off on the enemy turn, not yours.

    What makes Machina even better is his Limit Burst. With 24 crysts it isn't that expensive and him also has 1 auto LB as well as 100% hightide at this point. His LB is a 12-hitter with a 1400% max modifier, though what is more interesting than that is the attached 79% ATK/MAG break for 3 turns. This makes Machina a massive breaker against any single type bosses!

    Lastly he has two different CD moves. The first one being the old and classy self sacrifice for a full Esper Gauge, which can always be helpful against trials or any event where you need to kill or evoke X amount of espers.

    His second CD ability has a 7 turn cooldown while being available on Turn 1, buffs your own ATK by 200% for 5 turns and also breaking your own DEF by 30% for 5 turns. It enables another 8-hit move that has a 1000% modifier (1150% with lvl 120), but this doesn't perfectly chain with itself due to moving + swing type and also requiring a dupe Machina.


    Cons:
    Machina
    doesn't have too many significant cons to talk about.

    Most importantly Machina is locked to ST breaks, which can make him so much worse for certain fights. If you are facing trials with multiple enemies, which isn't too uncommon and will still happen even in the future, Machina compared to other alternatives such as HT Lid makes him less efficient.
    For instance the Malboro v2 trial during phase 2 heavily favours AoE ATK/MAG breaks that last long and also have high numbers due to a lot of damage being thrown at you. He will not work there. For essential fights in the future he will work though (for most of the times).

    His Limit Burst isn't a fullbreak but mostly focuses on ATK/MAG. He can apply DEF/SPR breaks for burst turns easily, which is good, but compared to other breakers this can lower your average damage output by quite a bit.

    Other than that there isn't much to really nitpick.
    His damage output isn't too high due to being locked to TDW and not having W-Ability, but even then he's mainly a breaker that has decent chaining capabilities and quite high damage output for a TDW unit.


    Side-Notes:
    Machina doesn't have any enhancements in JP yet
    .
    Machina's future is easily foreseeable, though that doesn't mean he will be trash in the future.
    Soon we will get Loren's 7*. She has a CD ability (available on Turn 1) with an AoE 3 turn 70% fullbreak and an LB fillrate buff. Her LB will have another AoE 3 turn 74% fullbreak with a triple imperil attached to it and Loren also has AR frames. This means Loren will be the first new shiny metabreaker and it's unsure if she'll be in the next batch. Afterwards we will get Beowulf, who works similarly to Machina, and Auron, who works similarly to Loren but offers a lot lot more. But even when considering that Auron and Loren aren't too far off, Machina is still more than serviceable with his 79% ATK/MAG break. He really only has issues being relevant against multi bosses.
    Even if Auron, Loren etc will have huge Turn 1 breaks, Machina does have a Turn 1 70% ATK/MAG break already. If you are fighting single enemies, this is so much stronger than Lid's 50% ATK/MAG break.
    Even though his future doesn't shine bright, for what he does and how easily he does it he can be a worthwhile pull. Especially considering how "cheap" you can get one copy of him from the 11k with a high chance. Make sure to read the "How good is Machina at 6*?" session because he is one of those 6 star units who are just incredible.


    Best In Slot:
    I'm just using his highest ATK for a TDW build with lightning element with some added auto LB and higher LB fillrate to maintain his LB as much as possible.
    Lightning Saber (125 ATK)
    Save the Queen (135 ATK, 25% LB fillrate)
    Prishe's Hairpin (45 ATK, 10% HP/MP)
    Hyoh's Clothes (28 ATK, 42 DEF, 30% ATK)
    Colorful Lei (45 ATK, 10% TDW)
    Marshal Glove (40 ATK, 2 Auto LB)
    Azure Crimson Soul (30% HP/ATK, 25% LB Fillrate)
    Hero's Vow - Dark (60% ATK, 50% LB Fillrate)
    Opposition (50% ATK, 10% HP) + 110% ATK buff / 5% phys/mag mit buff / 1 auto LB)
    ADV 5 (40% ATK/DEF/SPR)

    Stats with Anima 2*:
    9326 HP
    415 MP
    1818 ATK (2111 ATK with 110% buff)
    418 DEF
    417 SPR

    41 MP / turn
    4 LB / turn
    200% LB fillrate


    How good is Machina at 6*?
    Machina is one of the few new units at 7 star who are amazing as a 6*
    .
    All of his abilities except for his CD moves are already available at 6 star, meaning you already have his Turn 1 70% ATK/MAG or DEF/SPR break that will deminish over the turns. His LB is still strong with a 74% ATK/MAG break instead of 79% and he even has his 20% physical and magic mitigation!
    With his current 11k step up this is probably the easiest way to get a breaker that will already be effective as a single copy.
    Obviously as a 6 star Machina will have less stats and his LB will be weaker, but I am personally really impressed at how effective he is even without a dupe.
    If you are new to the game or you were lacking a breaker and are sad that you did not get the second copy for his 7 star, you really shouldn't be.


    Arena:
    Machina
    has a lousy AoE 5-hit dark move in the arena that does have a 20% stop effect but only for one turn. He also focuses on DW.... he can work if you are new, especially due to innate DW, but for everyone who plays a bit of arena he will most likely be a skip here.




    Machina [​IMG]VS [​IMG]Heavenly Technician Lid
    • Machina has 7* stats, thus a lot more survivability
    • Machina's LB requires less crysts
    • Machina's LB has a 3 turn 79% ATK/MAG break
    • Machina has a Turn 1 70% ATK/MAG or DEF/SPR break
    • Machina can triple imperil for 60%
    • Machina can chain with the AT family
    • Machina has AoE 20% physical or magic mitigation buffs
    • Machina is locked to ST breaks
    • Both have 100% hightide
    • HT Lid has AoE breaks
    • HT Lid's LB has an AoE 70% fullbreak
    • HT Lid CAN use entrust
    The only real thing that HT Lid currently has over Machina is the fact that she can AoE break, which can often make her better for trials like Malboro v2 or Scorn of Antenolla.
    Generally said though Machina does perform a lot better than her. His break values are a lot higher and his early turns are a lot stronger than HT Lid. Often your first turns are very crucial because many units need to setup themselves or wait for certain buffs etc., while Machina can immediately start with 70% double breaks, which can be a lifesaver.
    His added physical and magic mitigation become even better after his LB because they can perfectly fit into a rotation. With his innate hightide and easy access to even more hightide you can make his LB quite spammable in case the enemy does dispel himself or needs to be dispelled.
    In addition to that, Machina can imperil ice , fire and lightning by 60% potentially covering your chainer's or finisher's imperil due to some units still not having any imperils at all. He can also chain with a dupe or Dracu Lasswell for more slot efficiency.
    Machina, unless fighting a multiple boss trial, is a lot better than HT Lid in pretty much every regard, though doesn't completely outclass her due to that niche.


    Trust Master Reward:
    Machina's TMR is really interesting
    . It grants 35% ATK with swords, 15% ATK with clothes and 10% HP. That doesn't sound interesting, but it also grants you a 1 turn 150% all stat buff, 125% buff for 2 turns and 100% buff for three turns.
    This TMR can make FTKO'ing so much easier because you can skip a buffer as long as your units don't have self buffs already. For a lot of early content if you have e.g. Trance Terra who starts out with no buffs, you'd lose out on a ~40-50% MAG materia in exchange for having a 150% MAG buff and just skip your buffer. Which would mean you'd have a 150% MAG materia that skips the cap.
    This makes his TMR have an interesting use for any content. Especially against ambush content you'd have an instant 150% DEF/SPR buff that helps you survive it a lot more easily. I wouldn't call it a staple TMR on most units (except for sword users), but if you can find a use for it you should farm it most likely. Hard to value a TMR that has such a niche but useful quality.


    Super Trust Master Reward:
    His STMR isn't nearly as exciting as his TMR though.
    A 163 ATK sword with innate dualwield. That's pretty much it. Most TDW units from here on (or that already exist) have innate Dualwield, making it a 163 ATK sword. Which isn't bad, just not as exciting.
    If you still use older units like Orlandeau who do not have innate access to dualwield, this does increase their ATK by a lot. In general though it isn't the best of the best STMRs and likely not that amazing in the future compared to other STMRs. You shouldn't whale for it if you are debating it, even with 3x Machina in your inventory.


    Conclusion:
    Machina was yet another unit who got underappreciated in JP by many
    .
    His break capabilities are really good, especially for our current roster. Our best current breakers are Beatrix, Knight Delita and HT Lid, who all aren't nearly perfect and all of them (depending on your team) somewhat weak-ish in the early turns.
    Now with Machina you can have a 70% break at turn 1 that isn't locked behind any CD moves and can also be obtained through a 6* version of him! His LB even as a 6 star and a 7 star are both useful.
    If you lack damage dealers, his TDW damage output isn't bad either. In the future there will be a lot more AT units than only Dracu Lasswell, sadly there are no others than him and D.Lasswell as of right now.
    However, overall Machina is quite impressive with the physical and magic mitigation, his strong Turn 1 breaks and his massive 79% ATK/MAG break on his LB as well as having a triple 60% imperil. The only real bummer about him are his ST breaks. If they were AoE... damn.
    Machina is worth pulling for if you have trouble surviving or do not own any breakers yet. With the 11k step up it is somewhat easy to get one if you have a little bit of luck and probably his most redeeming quality, as I pointed out multiple times by now, is the fact that you only need one Machina and not two.

    [​IMG]

    Character Design: 9/10
    Sprite: 9/10
    Breaker: 9/10
    Chainer: 7.5/10
    Trust Master Reward: Interesting/10
    STMR: 8/10
    Arena: 4/10
    Limit Burst: 9/10
    Future Proof: 7.5/10
    Free 2 Play: 9.5/10
    Pay 2 Play: 8.5/10
    Personal Rating: 9.5/10
    Optimal Rating: 9/10


    [On-Banner Reviews]
    [​IMG]Kurasame (5*)



    I told you about my shitter mode on the Kurasame review... that I got three of him on the last step. Well, I got my fourth Kurasame on my daily. So...
    Time to stop pulling until Auron comes!


    Memel0rd out
     
    Last edited: Nov 6, 2018
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  2. Ross ba

    Ross ba "Hall of Fame" Member Supporter

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    Wow up 5 minutes and no comment
     
  3. DarkStarSquall

    DarkStarSquall Well-Known Member

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    I was waiting for this.
    Thanks.
    I aimed for kurasame but ended up with 2 machinas.
    Now i feel much better with the knowledge that he´s not completely useless.

    ps: His winning pose is still kinda sad D:
     
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  4. Caliber

    Caliber "Hall of Fame" Member

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    Think I’ll stick with lid

    Aoe breaks ftw and amazing enhancements
     
  5. Ashlag

    Ashlag Ice GS community now live. Fear us, you heretics. Staff Member Moderator VIP Supporter

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    Well, as you said his best point is that he has the whole support kit already up at 6*. Which is really great. And as I got one of him from the 35M tickets... ;)
     
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  6. Memel0rd

    Memel0rd Unil0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    To be fair, it's also 2~4 days late. :|

    My apologies.
     
  7. Memel0rd

    Memel0rd Unil0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    Grats I suppose ::rudecat2::
     
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  8. Tanatos

    Tanatos Ascended Member Supporter

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    I aways forgot that, but HT Lid LB is so usefull, so it's rare to use her entrust.
     
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  9. Ross ba

    Ross ba "Hall of Fame" Member Supporter

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    Apologies haha no need for them thanks for the great review as always
     
  10. nox

    nox Ascended Member Supporter

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    Wow glad i pulled three... He should kick ass for me until ht lid 7 star*i pulled two from dailys only) i have him at 110 pretty happy! Thanks meme!
     
  11. LAFORGUS

    LAFORGUS "Hall of Fame" Member Supporter

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    I got this guy, so i will read this Review with interest....
    [​IMG]


    Thanks Memes!
     
    Last edited: Nov 6, 2018
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  12. Caliber

    Caliber "Hall of Fame" Member

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    Not for me, the way I have her built with high tides and 10 auto limit, I have her lb every single turn and entrust on her off lb turn

    I also get her lb off on turn 1
     
    Last edited: Nov 6, 2018
  13. Tanatos

    Tanatos Ascended Member Supporter

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    I'm dont have lb fill hate gear ::rudecat4:: u.u
     
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  14. LAFORGUS

    LAFORGUS "Hall of Fame" Member Supporter

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    MEME Thanks again!

    Machina is now my main Breaker (Replacing Basch), i know many would complain about his Break to no be AOE, but if it was AOE with his 30% HP/MP drain to every enemy would make him too bad ass! Also, Future enhancements?

    Then, even being ST Break is a good thing, since most of the Trials and raids have only 1 Boss in then, and 70% Breaks on Demand with Self HP/MP Recover. OMG 70% Breaks for FREE!

    And you don't need to Awakening him to 7* for him to do the job.
     
  15. Caliber

    Caliber "Hall of Fame" Member

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    If you’re gonna include machinas 20% type mitigation’s in the lid comparison, you should Atleast include the fact that lid can 30% general mitigate
     
  16. Ashlag

    Ashlag Ice GS community now live. Fear us, you heretics. Staff Member Moderator VIP Supporter

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    The difference here is that general mitigation is a lot more common in buffers' kit and in general, while type mitigation ain't really. So , you are more likely to have general mitigation already in your team before considering either Lid or Machina, while this is not that likely for typed mitigation.
    But yeah, sure, why not.
     
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  17. Caliber

    Caliber "Hall of Fame" Member

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    Oh I agree, I’m just saying as a comparison, it should Atleast be there.
     
  18. Memel0rd

    Memel0rd Unil0rd Staff Member Administrator Forum Manager VIP Supporter Arena Runner-Up S1

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    Lid's 30% mitigation is really not efficient. The issue is that ideally you use her LB every second turn which leaves one turn in between. In that turn you have to use your RNG skill and you do have quite a decent chance to not get it, which makes it unreliable and slow at the same time and imo I won't include it because of that.
     
  19. Shr

    Shr Monthly Arena Champ S2 Monthly Arena Champ S2 Spooky VIP Supporter Monthly Arena Champ S1

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    Hmm, I already have 4 HT lids and 4 Loren. Just need to wait for the awakening. So Thanks but no thanks. I am good with one Kurasame and one Machina for the km.
     
    BigNBald5 and Caliber like this.
  20. Kuuro

    Kuuro Weebl0rd VIP Supporter

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    Who told you he’s a douchebag??? Machina was one of my favourite characters from Type-0, he was also one of the most fun to play as. Although he joined a bit later in the game he was really fun to play as and had a nice relationship with Rem and the other cadets. @Memel0rd

    Edit: ok so i just remembered some stuff and ya he was kind of a dick but he realized his mistakes in the end!
     
    Last edited: Nov 6, 2018
    Gladio likes this.

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