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Unit Review: Malphasie (Final Fantasy Brave Exvius)

Discussion in 'Unit Reviews' started by Memel0rd, Sep 28, 2018.

  1. Memel0rd

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

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    A derelict woman who dreamed of flying, accompanied by a myriad of corvid-like beings. Long ago, during one of many conflicts in Lapis, Malphasie's clifftop village and the surrounding area were ravaged by marauders. Left with nothing but a few rations, she traveled through salted lands alone. Her only companions were peculiar but powerful crows, tamed with offerings of seeds from their once fruitful home.
    Malphasie is a unit designed by fans (1/5) and I am glad to hear that the artists who came up with the units got 2 copies of their own unit for basically a free 7*!


    Malphasie Review by Memel0rd

    [​IMG]


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

    Equipment Selection: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    No innate resistances | No innate weaknesses
    Trust Master Reward: Wrapping Bandages (Knuckles) - 95 ATK, 110 MAG, 10% MP
    STMR: Ravenheart (Accessory) - 40 ATK/MAG, 10 DEF/SPR, 20% ATK/MAG, 10% MP, Dualcast, 25% phys/mag bird + demon killer


    7* Stats at Lvl. 120:
    HP: 4571 (+600) Mag: 199 (+50)
    MP: 255 (+100) Def: 155 (+50)
    Atk: 195 (+50) Spr: 184 (+50)


    7* Limit Burst:
    Murderous Intent (Base / 30 LB-Crysts): 3-Hit Increase ATK/MAG (140%) for 3 turns to all allies
    Hybrid damage (21.4x) to all enemies
    Enables access for 1 turn: Raucous Storm

    Murderous Intent (Max / 30 LB-Crysts): 3-Hit Increase ATK/MAG (140%) for 3 turns to all allies
    Hybrid damage (27.2x) to all enemies
    Enables access for 1 turn: Raucous Storm

    Raucous Storm (70 MP / 12-Hit) - Wind and dark hybrid damage (16x) to all enemies
    Inflict blind and confuse (100%) to all enemies
    (Chaining family: Tornado)


    5*: Lvl 17 Swooping Strike (25 MP / 1-Hit) - Hybrid damage (1.8x) to all enemies
    Remove all status effects from all enemies

    5*: Lvl 80 Menacing Strike (40 MP / 1-Hit) - Dark hybrid damage (4x) to all enemies
    Inflict stop (30%) for 3 turns to all enemies

    5*: Lvl 80 Flying Strike (40 MP / 1-Hit) - Wind hybrid damage (4x) to all enemies
    Inflict confuse (30%) to all enemies

    6*: Lvl 1 Dualcast (0 MP) - Use magic twice in one turn

    6*: Lvl 63 Tenebrous Dive (50 MP / 7-Hit) - Dark hybrid damage (8x) to one enemy
    Decrease dark resistance (50%) for 5 turns to one enemy
    Add dark element to physical attacks for 5 turns to caster
    (Chaining family: Divine Ruination)

    6*: Lvl 26 Infection (20 MP) - Inflict 1 random status ailment (others 30%, petrify 100%) to all enemies

    6*: Lvl 72 Aerial Dive (50 MP / 7-Hit) - Wind hybrid damage (8x) to one enemy
    Decrease wind resistance (50%) for 5 turns to one enemy
    Add wind element to physical attacks for 5 turns to caster
    (Chaining family: Divine Ruination)

    6*: Lvl 95 Feast for Crows (60 MP) - Restore HP (10000) to caster
    Mitigate damage taken (75%) for 1 turn to caster
    Remove stats break from caster


    6*: Lvl 100 Thousand Wings (62 MP / 12-Hit) - Hybrid damage (8x) to all enemies
    (Chaining family: Tornado)

    If used after Thousand Wings or Thousand Wings+, name changes into Thousand Wings+:
    Hybrid damage (11x) to all enemies
    (Chaining family: Tornado)


    7*: Lvl 105 Flendish Winds (74 MP / 30-Hit) - Dark hybrid damage (11x) to all enemies
    (Chaining family: Aureole Ray)

    7*: Lvl 105 Turbulence (74 MP / 30-Hit) - Wind hybrid damage (11x) to all enemies
    (Chaining family: Aureole Ray)

    7*: Lvl 110 Intense Rancor (99 MP / 1-Hit) - [5 turns cooldown, available on turn 1]
    Increase physical and magic damage against birds and demons (75%) for 3 turns to caster
    Hybrid damage (26x) to one enemy

    7*: Lvl 110 Birds of a Feather (84 MP) - [8 turns cooldown, available on turn 1]
    Decrease DEF/SPR (74%) for 3 turns to all enemies
    Increase LB gauge (10) to all allies
    5*: Lvl 1 - HP + 10%

    5*: Lvl 25 - MP + 30%

    5*: Lvl 40 Resistant Plumage - Increase resistance to blind, sleep, confuse, and petrify (100%)

    6*: Lvl 1 Crow Talons - Enables dual wielding of one-handed weapons
    Increase ATK/MAG (30%)

    6*: Lvl 15 Flight - Increase physical evasion (20%)
    Increase magic evasion (20%)

    6*: Lvl 57 Scarce Seeds - Recover MP (8%) per turn
    Auto-heal (60 HP, 1.2x) per turn

    6*: Lvl 57 Talismanic Might - Increase ATK/MAG (50%) when equipped with a fist

    6*: Lvl 87 Winged Fiend - Increase physical and magic damage against birds and demons (50%)

    6*: Lvl 100 Vengeful Sky - Chance to counter physical / magic attacks (30%) with Decrease ATK/MAG (60%) for 4 turns to all enemies + Hybrid damage (4x) to all enemies (max 1/turn)

    7*: Lvl 101 Hungry Heart - [Requirement: TMR equipped]
    Increase ATK/MAG (20%)
    Increase equipment ATK (30%) when dual wielding
    Increase equipment MAG (30%) when dual wielding
    Increase LB gauge fill rate (50%)

    7*: Lvl 115 - SPR + 20%

    7*: Lvl 120 Shrill Cry - Increase physical and magic damage against birds and demons (50%)
    Increase modifier (4x) to Thousand Wings, Thousand Wings+
    Increase LB damage (20%)
    5*: Lvl 1 Aeroga (20 MP / 1-Hit) - Wind magic damage (1.8x) to all enemies

    5*: Lvl 5 Bioga (20 MP / 1-Hit) - Dark magic damage (1.4x) to all enemies
    Inflict poison (20%) to all enemies

    5*: Lvl 20 Blizzaga (20 MP / 1-Hit) - Ice magic damage (1.8x) to all enemies

    5*: Lvl 51 Baraeroga (22 MP) - Increase wind resistance (70%) for 3 turns to all allies

    6*: Lvl 43 Aeroja (28 MP / 1-Hit) - Wind magic damage (2x) with consecutive increase (4 times, 1x each, 6x max) to all enemies


    Pros:
    Malphasie
    (I still spell her name wrong way too often...) is a hybrid unit and for that her base stats are pretty good. Okay-ish HP, high MP/ATK/MAG and even a good SPR stat while her passives do add quite a lot of ATK/MAG especially once we get to her TM Ability. For now she has innate 80% ATK/MAG with knuckles as well as innate dualwield, 30% MP, 20% SPR as well as 10% HP and 8% MP refresh. Malphasie also has innate 20% physical / magic evasion to somewhat compensate her lower HP stat.
    She also is resistant against blind, sleep, confusion and petrification which are great immunities. Due to her innate 50% bird / demon killer (100% at 7*) she will perform a lot better against these enemy types.

    Her TM ability does add a lot offense to her kit as well. Her own TMR is a 95 ATK, 110 MAG knuckle so you'd already use it in her build due to her 50% ATK/MAG passive when equipped with a knuckle. Once you get her up to 7* and equip it onto her she gains another 20% ATK/MAG AND 30% ATK/MAG True Dualwield, which easily pushes her Wrapping Bandages into her BiS.

    Malphasie is mostly a chainer. She does have an AoE dispel though, which is always really handy. Against multi boss fights having an AoE dispel ready at all times can be a blessing due to the enemy buffing everyone.

    If you have trouble surviving the incoming threshhold or want your healer to do something else, Malphasie can heal herself up by 10000 HP while removing all her breaks as well as buffing up her damage mitigation by 75%, which in almost every situation is more effective than guard. Only if you use a mitigation buff that's higher than 50% you'd lose out on mitigated damage. Even then this is great for surviving incoming threshholds while healing her at the same time.

    Malphasie has a bunch of chaining moves that I'd like to talk about.

    The first two are Tenebrous / Aerial Drive. Both of them are 7-hitters and perfectly chain with the Divine Ruination family.
    Both of them also have an 800% hybrid modifier with a 50% dark / wind imperl, a 5 turn dark / wind imbue AND also innate element, which makes them good for a non-elemental setup as you can freely choose which element you want and in fact we will use this later on to her advantage. This not only makes her able to chain with a bunch of other chainers already but also is useful when running two of hers.

    How can we utilise her self-imbue?
    Through her second chaining move Thousand Wings. This is an AoE 12-Hit 800% hybrid move that on the following turns will become an 1100% modifier sharing the same frames as Tornado. This move does not have an innate element nor any imbues or imperils, thus making her Divine Ruination move quite important.
    At Lvl 120 this move gets a 400% modifier boost, so 1200% / 1500%.
    What makes this even more interesting is the ability to chain with Tornado. You can give her a wind weapon or imbue herself with wind and suddenly Malphasie can swap from being a Divine Ruination chainer to a Tornado chainer. Due to being hybrid this can work really well in 10 man trials that swap from physical to magic resistance.

    Next up we have ANOTHER chain family, though she only has access to these two moves at 7*.
    Again, she has a dark and a wind version of them. Fiendish Wings / Turbulence have an AoE 30-Hit move that has Aureole Ray frames, which means Malphasie perfectly chains with Viktor, Lunera to some extend and in the future with other units such as Loren or Kunshira. It has an 1100% hybrid modifier and is quite decent, though preferably you will use them for their frames and not their damage output over Thousand Wings.

    If you want to aim for burst damage with Malphasie there are different approaches to that.

    Her two CD abilities are great tools to prepare for a burst.
    While Intense Rancor is more situational, it can still prove to be useful. A 5 turn cooldown ability that is available on turn 1 that has a 2600% hybrid finisher attached to it as well as a self 3 turn 75% killer against birds / demons.
    However, her second CD ability is a lot better for either FTKOs or for preparing a burst as it has an 8 turn cooldown, though it is available on turn 1 as well. It has an AoE 74% 3 turn DEF/SPR break and an AoE 10 LB gauge fill to your party. It's basically a mini-Nyx effect with a huge AoE DEF/SPR break attached to it and currently one of the highest tied with VotL's Limit Burst.
    Regarding her breaks she also has a 30% chance to counter any attack with an AoE 4 turn 60% ATK/MAG break. Really nice when you get it but I wouldn't rely on it.

    Lastly her Limit Burst. While we won't use it for her highest average damage output you do not lose out on a lot of damage when using it while making others deal a lot more damage potentially.
    Her LB at max does require 30 lb crysts, but also applies an AoE 140% ATK/MAG buff to your party while dishing out an AoE 2720% hybrid 3-hitter and granting her access to a slightly stronger version of her Tornado move, though this one has dark/wind double elemental. Her LB at lvl 120 also gets a 20% damage boost, which bumps it up to a total 3264% modifier.


    Cons:
    As of right now
    Malphasie doesn't have many cons and when looking at other hybrid units she currently has no competition in the 7* meta.

    Something that Malphasie lacks to some extend is bulk. Your party does start to get hit quite frequently and especially on future trials such as Europa Reborn everybody needs some bulkiness at least. Malphasie with innate 10% HP and not a great HP base for a 7* might have trouble surviving there as most hybrid gear also doesn't increase your bulkyness a whole lot.

    Malphasie does have AoE 60% ATK/MAG breaks but they are locked behind counters. Obviously you can run her as 100% evasion tank with i.Nichol and utilise them, but even though she has these breaks I'd never rely on them. Though if you run e.g. Basch breaks, this can be a nice upgrade.

    Everything else would be nitpicking.


    Side-Notes:
    Even though Malphasie's damage isn't the highest, her best trait is the ability to chain with a whole bunch of units.
    About her future as hybrid chainer there will be big competition coming up. This competition does not come from Kunshira as a damage dealer but as a utility chainer. Kunshira has a quite similar kit outside of the chaining frames while providing AoE elemental resistance buffs and her AoE 70% DEF/SPR break also has 5 70% imperils! If you want a hybrid chainer and already have two kunshiras you should wait.
    About Fryevia we do not know much.
    Though what we do know is that Kurasame will come sooner or later. He is probably 1~2 months away depending on our Limited Events, but he is one hell of a hybrid chainer with W and T-ability, ATK and MAG TDH as well as huge damage output. For hybrid units he's pretty much the Hyoh for physical damage dealers, so expect him to be a lot stronger than Malphasie is once we do get him. Again, you might want to wait for Fryevia / Kurasame / Kunshira if you don't mind it a few weeks or months.


    Best In Slot:
    No limited TMRs, maximising hybrid damage. One TMR with and without STMRs. Also my apologies, but the hybrid TMR BiS is quite... ridiculous.
    Wrapping Bandages (95 ATK, 110 MAG, 10% MP)
    Death Trap (80 ATK, 100 MAG, 10% MP)
    Royal Crown (16 DEF, 50 MAG, 32 SPR)
    Dark Robe (35 DEF, 55 MAG, 20 SPR)
    Omega Medal (35 ATK/MAG, 10% HP/MP)
    Ring of the Lucii (3 MAG/SPR, 30% ATK/MAG)
    3x Nature Loving Spellblade (120% ATK/MAG)
    ADV 5 (40% ATK/DEF/MAG/SPR)

    Stats with Fenrir 3*:
    6276 HP
    617 MP
    1327 ATK
    1528 MAG
    379 DEF
    468 SPR
    Wrapping Bandages (95 ATK, 110 MAG, 10% MP)
    Death Trap (80 ATK, 100 MAG, 10% MP)
    Royal Crown (16 DEF, 50 MAG, 32 SPR)
    Amiculum Nigra (30 DEF, 72 MAG/SPR, 5% MP refresh)
    Ravenheart x2 (80 ATK/MAG, 40% ATK/MAG, 20 DEF/SPR, 20% MP)
    3x Nature Loving Spellblade (120% ATK/MAG)
    ADV 5 (40% ATK/DEF/MAG/SPR)

    Stats with Fenrir 3*:
    5759 HP
    759 MP
    1385 ATK
    1605 MAG
    394 DEF
    537 SPR


    How is the unit as a 6*?
    Malphasie
    is a serviceable 6*.
    Mostly used as a chaining bot though as her damage is subpar to every 7 star because of the level / stat difference. Her damage output will still be decent compared to other 6 stars but the main advantage for her will be the Tornado and Divine Ruination frames that can always be handy in pretty much any situation. Either for events or 10 man trials even a single Malphasie can be used for simply chaining with others.


    Arena:
    Malphasie is a good arena unit
    . Chaining with Tornado and innate DW can be handy though evasion will prevent that damage due to hybrid mechanics, which can be a problem. But what she does have is her AoE dark 1-hitter. Very similar to what Noctis can do she has an AoE hybrid move with an AoE 30% stop chance and innate dualwield. Due to Ayaka and Awakened Rain this isn't as strong as it used to be but especially for players who don't play a lot of arena this is still good. The innate dualwield makes it easy to use her and on top of that she has good innate status ailment resistances and 20% phys/mag evasion.




    Malphasie [​IMG]Damage Output
    - Damage Comparison -


    Since there is no other 7* hybrid unit I will simply compare her to other damage dealers and also show the difference between Fryevia's and her damage output.
    First though... the maths.
    Assuming 100% ATK/MAG buff
    ATK post buff: 1477 LH | 1492 RH
    MAG post buff: 1777
    Assuming spark chains

    Turn 1: [(1477^2 x 8 x 3.21 x 1.25 + 1492^2 x 8 x 4 x 1.5) + (1777^2 x 8 x 3.21 x 1.25 + 1777^2 x 8 x 4 x 1.5)] / 2 = 214,906,122
    Turn 2: [(1477^2 x 12 x 3.53 x 1.5 + 1492^2 x 12 x 4 x 1.5) + (1777^2 x 12 x 3.53 x 1.5 + 1777^2 x 12 x 4 x 1.5)] / 2 = 363,444,774
    Turn 3: [(1477^2 x 15 x 3.53 x 1.5 + 1492^2 x 15 x 4 x 1.5) + (1777^2 x 15 x 3.53 x 1.5 + 1777^2 x 15 x 4 x 1.5)] / 2 = 454,305,968
    Turn 4: [(1477^2 x 15 x 3.53 x 1.5 + 1492^2 x 15 x 4 x 1.5) + (1777^2 x 15 x 3.53 x 1.5 + 1777^2 x 15 x 4 x 1.5)] / 2 = 454,305,968
    Turn 5: [(1477^2 x 15 x 3.53 x 1.5 + 1492^2 x 15 x 4 x 1.5) + (1777^2 x 15 x 3.53 x 1.5 + 1777^2 x 15 x 4 x 1.5)] / 2 = 454,305,968

    Average: 388,253,760
    -> 160% higher than Fryevia ( 149,216,124 )
    -> 21% lower than Tidus ( 489,214,912 )
    -> 34% lower than Hyoh ( 601,160,280 )
    -> 40% lower than Nyx ( 649,132,295 )
    Overall her damage ranks slightly higher than Nalu's average damage which is still good and against birds / demons she will fare a lot better, though the likes of Hyoh will likely still be stronger if you equip them with the proper killers. She also gets a slight boost from mostly a lower SPR stat than DEF on bosses.


    Trust Master Reward:
    Her TMR is niche and, unless we get other units like her, will only be used on Malphasie herself. There is no other hybrid knuckles user that I can think of for now and in the future making it great for herself but only herself. Her Trust Ability is really strong and she can utilise it well, if you are going to use her definitely farm it up.
    The raid also contains raid moogles.


    Super Trust Master Reward:
    Malphasie's
    STMR is really good for any hybrid. 40 ATK/MAG with 20% ATK/MAG will be the BiS accessory to go. Kunshira will get a similar one with 50 ATK/MAG, but even if you have 300% TDH in ATK and MAG it'd still give you less ATK/MAG overall, making Malphasie's a great pick if you want to build any hybrid unit.
    Would I use 2 of her or get her STMR? Definitely the STMR, she chains with so many other units and that's pretty much her best trait to offer.


    Conclusion:
    Malphasie is an interesting hybrid chainer with a lot of flexibility
    .
    Currently the best hybrid chainer that can also be used as a finisher with her CD move that has a 2600% modifier and even her LB if you can fit it into chains, though that is mostly relevant for short fights then.
    Malphasie can chain with three different families that are and will be common in the future: Divine Ruination, Tornado and Aureole Ray familiies. From Hyoh to any Tornado user up to Viktor, they will chain with each other. This and her two different elements make her a versatile chainer that can be used in many situations.
    Malphasie shines in 10 man trials and against bird / demon type enemies, the latter being a quite common one. Just be aware that 2 out of 3 chain frame moves of hers have innate element.
    Other than that she has a really strong AoE 74% DEF/SPR break with her cooldown ability that also fills up everybody else's LB gauge by 10, making her an incredible pick even for FTKO fights as this is the strongest Turn 1 DEF/SPR break you can get. Especially good with the Nyx + Hyoh combo.
    Overall even though her damage output isn't the highest Malphasie is an interesting and very versatile unit that can be used in many different fights and has a cool sprite. Props to the one who designed her.


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


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


    I kinda hope the designer of Malphasie reads this :D.


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    Everything helps

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    Memel0rd out
     
    Last edited: Sep 30, 2018
    Redtide, Sir_Renan, Talien and 58 others like this.
  2. LAFORGUS

    LAFORGUS "Hall of Fame" Member Supporter

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    Thanks MEME for your Hard work!
     
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  3. Goddess Nyx

    Goddess Nyx Chocobro Chocobro Supporter

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    Thanks for the review Meme!

    ETA: I really love this sprite!
     
    Last edited: Sep 28, 2018
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  4. Moogle_Whisperer

    Moogle_Whisperer Ascended Member

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    Thank you for your efforts, sir. I second the props to the designer - very well done, as this is one of the coolest looking sprites in the game!
     
  5. Ashlag

    Ashlag Setup evolved, though spec didn't change much Staff Member Moderator VIP Supporter

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    Boi I will ::ink::

    More seriously, I kinda want here anyway but won't pull hard. Dang, @Seven (sorry if I'm mistaking) did hype her DPS but now I have 2 different positions (your and SYP) close to each other that says "nope".
    That's not why I'd like to have her anyway, so I don't care. Just cool mechanics, cool tools, incredible sprite and LB animation... Just nice. A unit I'd gladly use over most if I had her, even with loss in DPS :)
     
    Last edited: Sep 28, 2018
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  6. Aricin

    Aricin Ascended Member Supporter

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    Great review, Meme. Thanks for putting that together. Happened to pull one of her with the free 10+1 this morning. Looking forward to using her! (Her 7* will just have to wait for happenstance, though - GLS lockdown mode is enabled . . . . )
     
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  7. Nimbus3

    Nimbus3 Ascended Member

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    Thank you, Meme. I always enjoy and appreciate your point of view and how much work you put into writing, what I feel is, a balanced review for new units. There has been a lot of speculation of this unit along with Circe, so this normalizes the opinion running wild and puts into perspective what we are really getting out of this unit: a strong DR, AR and Tornado hybrid chainer with imperils, imbues and a nice 7* CD break.

    I, too, misspell her name quite frequently...
     
  8. Xhominid The Boss

    Xhominid The Boss Ascended Member

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    I got her through the 1st 4 star ticket received from the raid!
    Love her sprite and I plan on using the 2nd UoC ticket to get her to 7 star if i can't get a CG Fina beforehand.
     
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  9. Memel0rd

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

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    x 1.25 isn't the chain modifier, it's the imperil
     
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  10. Hacho

    Hacho Member

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    After taking a look at her abilities I tried to go for her today which was no success so far. She still seems to be quite interesting.

    But...

    After reading this review I think I will just save up as much as I can and wait for Kunshira, as I got 4 of her so far.
    Thx for the great review, @Memel0rd!
     
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  11. Hinmo

    Hinmo Well-Known Member Supporter

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    sorry, suddenly delete the previous post.. ye i was wrong and i was reading bad all numbers :) but i recalculate again and if we got:

    0.6 + 0.9 + 1.5 + 1.8 + 2.4 + 2.7 + 3.3 + 3.6 + 4n
    then for a 13 spark chain (asuming 7 hits) the modifier is ~2.83 no?
     
  12. Tsadron

    Tsadron Well-Known Member

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    What heresy is this?! A unit that I really like is actually GOOD?! Haha

    Great review, Im glad to see that I can now make a triple trouble team of Malphasie/Sephy/Barb! Now I just need a good wind weapon for Sephy to perfect the combo.
     
  13. Kuromino

    Kuromino "Hall of Fame" Member

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    You mentioned there are no knuckle wielding hybrid units you can think of for the future. There's actually Nagi. She is a hybrid damage dealer who is pretty similar. She has a few passives that boost her stats when equipped with a knuckle.
     
  14. Vamie

    Vamie New Member

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    Thanks for the Malphasie Review though kinda disappointed (thought she would be godly from skills) ::rudecat2::.
    Wanted to follow-up on the on-banner Circe review ::rudecat1::.

    Spent a lot on trying to get 2x Malphasie ended up with 1 Malphasie 4 Circe and a bunch of dupes..... ::rudecat4::

    Look forward to your next review!
     
    Last edited: Sep 28, 2018
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  15. Memel0rd

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

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    Iirc her step up comes with a slightly slightly worse hybrid knuckle already tho
     
  16. Krota

    Krota Ascended Member Supporter

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    Tried to get her... ended up with two Circe instead.
     
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  17. Vamie

    Vamie New Member

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    .___. I know that feeling. Waiting on full raid moogles before I start testing Circe 7*
     
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  18. Cygnes

    Cygnes Well-Known Member

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    Looking forward to using Malphaise, Loren and Viktor to chain to infinity. AR is becoming my favourite chaining family.

    Great review Meme.
     
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  19. Kuromino

    Kuromino "Hall of Fame" Member

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    So what you were saying, is that there are no hybrid units in the future that would benefit much from her TMR?
     
    Last edited: Sep 28, 2018
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  20. Greenito

    Greenito Ascended Member

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    Nice review, still waiting for Circe.
     
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