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Unit Review: Squall (Final Fantasy VIII)

Discussion in 'Unit Reviews' started by Memel0rd, Aug 3, 2018.

  1. Memel0rd

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

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    A young man from another world where sorceresses pass their power down through the ages. Squall detests interacting with others, and often isolates himself. Regardless, he is a star pupil at Balamb Garden, a military academy founded for the purpose of training its students to shoulder the burdens of tomorrow. He also boasts of having passed the entrance exam required to join the elite mercenary force known as SeeD. The scar he bears on his face was the result of a blow from his classmate and rival during a training match.
    Here we are, the first regular review for a 7* unit! Though don't expect the first units in the 7 star era to be absolutely mindblowing. :)

    Please let me know if there is anything you want to be added in the reviews regarding 7 stars. Sadly the first full 7 star review is featuring a very straight forward unit.



    Squall Review by Memel0rd

    [​IMG]

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

    Equipment Selection: [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]
    No innate resistances | No innate weaknesses
    Trust Master Reward: Lion Heart (Large Sword) - 150 ATK, 2 Auto LB (Squall Only), 100%~160% damage variance, Two-handed
    Super Trust Master Reward: A Lion's Heart (Materia) - Increase LB damage (55%)
    Increase LB gauge (3) per turn


    7* Stats at Lvl. 120:
    HP: 4808 (+540) Mag: 152 (+40)
    MP: 211 (+90) Def: 172 (+40)
    Atk: 203 (+65) Spr: 178 (+40)


    7* Limit Burst:
    Lion Heart (Base / 29 LB-Crysts): 17-Hit Physical damage (9x) with ignore DEF (50%) to one enemy
    Lion Heart (Max / 24 LB Crysts): 17-Hit Physical damage (10.5x) with ignore DEF (50%) to one enemy


    5*: Lvl 1 Rough Divide (24 MP / 1-Hit) - Physical damage (2.7x) to one enemy

    5*: Lvl 13 Fated Circle (36 MP / 1-Hit) - Physical damage (3.75x) to all enemies

    5*: Lvl 45 Draw (16 MP) - Remove MAG break from one ally and apply to caster
    Increase ATK (120%) for 3 turns to caster

    5*: Lvl 72 Flame Barret (18 MP / 5-Hit) - Fire physical damage (2.25x) to one enemy
    Decrease fire resistance (60%) for 3 turns to one enemy

    5*: Lvl 72 Wind Barret (18 MP / 5-Hit) - Wind physical damage (2.25x) to one enemy
    Decrease wind resistance (60%) for 3 turns to one enemy

    5*: Lvl 80 Thunder Barret (18 MP / 5-Hit) - Lightning physical damage (2.25x) to one enemy
    Decrease lightning resistance (60%) for 3 turns to one enemy

    5*: Lvl 80 Light Barret (18 MP / 5-Hit) - Light physical damage (2.25x) to one enemy
    Decrease light resistance (60%) for 3 turns to one enemy

    6*: Lvl 75 Blasting Zone (48 MP / 1-Hit) - Physical damage (2x) with ignore DEF (50%) to all enemies

    6*: Lvl 100 Keen Edge (52 MP / 2-Hit) - Physical damage (3x) with ignore DEF (50%) to one enemy

    7*: Lvl 105 Renzokuken (0 MP) - Use Squall's skills twice in one turn, except Draw or Lion's Roar

    7*: Lvl 120 Lion's Roar (60 MP) - [4 turns cooldown, available on turn 4]
    Remove all debuffs from caster
    Recover HP (100%) and MP (50%) to caster
    Increase LB gauge (30) to caster
    5*: Lvl 1 SeeD - Increase HP/DEF (30%)
    Increase MP (50%)

    5*: Lvl 28 Inherited Charisma - Increase resistance to blind, poison, paralyze, and pertify (100%)
    Increase SPR (40%)

    5*: Lvl 56 Junction - Increase LB gauge fill rate (50%)
    Increase LB gauge (1) per turn

    5*: Lvl 80 Gun Mastery - Increase ATK (50%) when equipped with a gun

    6*: Lvl 1 Orphaned Club - Chance to counter physical / magic attacks (20%) with Increase ATK (120%) for 1 turn to caster & Mitigate damage taken (15%) for 1 turn to caster (max 1/turn)

    6*: Lvl 36 Gunblade Wielder - Increase equipment ATK (100%) when single wielding any weapon
    Increase accuracy (25%) when single wielding any weapon

    6*: Lvl 100 Large Sword Mastery - Increase ATK (50%) when equipped with a great sword

    7*: Lvl 101 Sorceress' Knight - [Requirement: Lion Heart equipped]
    Mitigate magic damage taken (10%)
    Increase LB gauge fill rate (50%)
    Increase ATK (30%)

    7*: Lvl 105 True Doublehand - Increase equipment ATK (50%) when single wielding any weapon
    Increase accuracy (25%) when single wielding any weapon

    7*: Lvl 110 GF - Increase esper's bonus stats (10%)

    7*: Lvl 115 - DEF + 20%


    Pros:
    Since Squall is one of the first 7 stars his basestats seem overwhelmingly high at max level. And they are. Compared to 6* units every single one of his base stats is incredible. Compared to other 7 stars they still are great, especially his base ATK reaching almost 270. Passive wise Squall has innate 150% TDH, 50% ATK with Large Swords / Guns and a nice survivability with 30% HP, 40% SPR and 50% DEF as well as 50% MP while also gaining 10% higher stats from espers.
    Squall is innately resistant against blind, poison, paralyze and petrification, which are all useful status ailment resistances.

    His Trust Ability grants him a permanent 10% magic mitigation, 50% LB fillrate and 30% ATK. Squall's own TMR is a 150 ATK two handed large sword and also gives him 2 Auto LB, which is decent. This will also be part of his current BiS build.

    If you are using mages alongside Squall, you can transfer their MAG breaks onto himself while also buffing your own ATK by 120%. If you need the ATK buff for bursting an enemy down, it might be useful to use. Or obviously if you want your mage to deal more damage, though generally you likely will use it for the ATK buff if you lack supports.

    Except for Draw and his Cooldown Ability Squall can dualcast any of his abilities, please keep that in mind.

    Squall has four different chaining moves: Flame / Wind / Thunder and Light Barret. Each of them deal their respective element damage as well has having a 225% modifier, 5 hits and a 60% imperil. While they don't sound impressive yet, they are going to become important later on. They can perfectly spark chain and do have weighted chains. Weighted chains are chains which's early hits deal only a small portion of the damage while the last hit deals most of its damage.

    For both ST and AoE finishing Squall is prepared. Blasting Zone , his AoE finisher, has a 400% modifier. While not impressive by itself it can be dualcasted for a total 800% modifier, which is definitely strong if you consider 7* stats into account.

    It becomes more interesting though with his ST finisher. Keen Edge is the reason why his previous chaining moves aren't just awful. Keen Edge is able to self-cap his own chains while it has a 600% modifier. Even if you do not spark chain his Barret moves, they still get Keen Edge to the maximum chain modifier just in time making Squall a good chainer for now. As a finisher you can simply dualcast this and be good.

    Lastly his Limit Burst.
    His LB at max is a 2100% ST modifier with 17 hits. Similar to Cloud though, they can't perfectly chain all the way through and the last hit is the strongest. In fact, the last hit deals 50% of the entire LB, thus a 1050% modifier. The more hits you can possibly use to finish this LB the better. If you have a really long chain you can make it better than Keen Edge.
    His LB doesn't take too many crysts either. 24 crysts at max while Squall with his own TMR has a total of 100% hightide, 3 auto LB (5 with Marshal Glove) and his Cooldown Ability also helps him out. A 4 turn cooldown move that fully heals him, recovers half of his MP and also cures all breaks while filling up 30 LB crysts. Basically a free LB gauge. It's firstly available at Turn 4 though and can't be used with his W-Ability.


    Cons:
    Squall
    as of right now doesn't have too many cons. The issue with Squall is the future.

    Squall's Limit Burst without his own STMR is pretty much a waste. Unless you need him for a "Kill with Limit Burst" mission, his LB shouldn't be invested in. His own finisher has a higher modifier. Depending on the length of your chain his LB might be slightly stronger as a finisher, however the difference isn't very high while Keen Edge doesn't need a ton of LB pots. Keep in mind, 7*s need a lot of investments to get to max level / max LB.

    Everything Squall currently offers will be outperformed quite quickly. While 7*s just need so many investments. You need ~44m EXP to get them to lvl 120. You need up to 65 ATK pots to get him to his max ATK. You need a lot of pots and potentially even his STMR to make his LB worth it.
    While at that, the things that make him currently a strong unit will be the reason why he will fall off. Squall is a TDH chainer that self caps his chains. In the future we will have more TDH chainers with W-Ability that have high modifiers on their weighted chains, higher ATK, elemental imbues, higher imperils and even Triple Cast for some. That sounds like regular powercreep, but it'll happen a lot faster this time.

    Not only is Powercreep a big issue for Squall, the fact that his moves are so unique are an issue, too. Having unique frames and hits means... no chaining partners in this case. There isn't any chain partner for him in the future either lowering his potential even further.

    Squall currently fits into the meta, but similar to the a lot of units out of the first batch will fall off quickly. That is his biggest con.


    Side-Notes:
    Usually I'd like to talk about his future now, but I had to cover it in the cons section. *awkward silence*


    Best In Slot:
    One build with no STMRs and one with full STMRs. Also no limited TMRs except for Fidel's (as his banner is currently up).
    If you don't own a fully maxed Titan, don't worry, Ifrit can reach even higher ATK but most choose his beast killers, which is why I used Titan.
    Lion Heart (150 ATK, ~1.3x avg damage variance)
    Prishe's Hairpin (45 ATK)
    Iron Colossus (15 ATK)
    Marshal Glove (40 ATK, 50% TDH)
    Desch's Earring (45 ATK)
    SSP - Dark (60% ATK)
    Large Sword Mastery (50% ATK)
    Proud Fencer (40% ATK)
    Buster Style (100% TDH)

    ATK with Titan:
    2175
    Machine Gun+ (120 ATK, ~1.5x avg damage variance)
    Prishe's Hairpin (45 ATK)
    Luneth's Clothes (45 ATK)
    Olive's Journal (40 ATK, 50% ATK)
    Marshal Glove (40 ATK, 50% TDH)
    Buster Style (100% TDH)
    The Subservient (80% ATK)
    ADV 5 (40% ATK)
    Fortitude and Vigor (40% ATK)

    ATK with Titan 3*:
    2235


    Arena:
    Squall
    in the Arena can be very decent. At 7* Lvl 105 + his own TMR he already reaches 100% accuracy to hit any evasion unit you are facing while he has W-Ability, high HP, great status ailment protection and his AoE move ignores cover, which means possible tanks will be bypassed. Sadly he cannot AoE chain, but if you already have the chains covered he can be very effective.




    Squall [​IMG]VS [​IMG] Lightning
    • Squall has way higher base ATK
    • Squall has innate 150% TDH
    • Squall has higher survivability
    • Squall has W-Ability
    • Squall can imperil 4 different elements by 60%
    • Squall can self-cap his own chains
    • Squall has better status ailment protection
    • Lightning has way higher ATK passives
    • Lightning caps ATK easily enabling more slots for killers
    • Lightning has 30% TDW
    • Lightning imperils lightning by 75% / 100%
    • Lightning has 30% evasion
    • Lightning chains with Camille and Tidus
    • Lightning buffs herself up with a 150% buff
    Both Lightning and Squall are very straight forward unit as both really only have damaging abilities and one option to work as chainers. Which is why I'd jump straight to the maths.
    When we look at the maths I want to cover both for players with no STMRs and players with STMRs. I will cover the maths in case there is a different outcome in a No STMR comparison vs STMR comparison. Simply trying to save possible space.
    ATK post 100% buff: 2443
    Assuming spark chains
    Average chain modifier: 3.445

    Turn 1: 2443^2 x 1.3 x 2.25 x 3.445 + 2443^2 x 1.3 x 6 x 4 = 246,349,175 (X Barret + Keen Edge)
    Turn X+1: 2443^2 x 1.3 x 2.25 x 3.445 x 1.6 + 2443^2 x 1.3 x 6 x 4 = 282,433,060 (X Barret + Keen Edge)
    ATK post 100% buff: 1646 | 1661
    ATK post 150% buff: 1767 | 1782
    Assuming spark chains
    Average chain modifier: 3.556
    Avg Chain Mod Crushing Blow: 1.62 (?)

    Turn 1: 1646^2 x 6.5 x 1.62 + 1661^2 x 6.5 x 1.62 x 1.75 = 79,369,114 (Crushing Blow +2)
    Turn 2: [ 1646^2 x 7.2 x 3.556 + 1782^2 x 7.2 x 4 ] x 1.75 = 281,438,938 (Endless Army)
    Turn 3: [ 1767^2 x 7.2 x 3.556 + 1782^2 x 7.2 x 4 ] x 1.75 = 299,942,441 (Endless Army)
    Turn 4: [ 1767^2 x 7.2 x 3.556 + 1782^2 x 7.2 x 4 ] x 1.75 = 299,942,441 (Endless Army)

    AVG damage: 240,173,233
    ~ 14% lower than Squall Turn 1-4 ( 273,412,088 )
    Lightning's average damage in her first rotation is about 13~14% weaker with her first rotation than Squall in his first 4 turns. The longer the fight goes doesn't really make a difference because while Lightning's second rotation is slightly stronger, Squall averagely becomes better and better since he constantly has higher damage.
    However, Lightning's 1 turn comparison is a lot better, especially if you use her 100% imperil for burst damage.
    With STMRs is pretty much the same outcome while Lightning has 2-3 free materia slots depending on the Item World enhancements you have on Sparky, while Squall doesn't have any free slots without losing ATK. Squall will remain having higher damage output, but due to him not having any chain partner, not being able to utilise enemy weaknesses as well without swapping weapons and having less burst potential (which is becoming more and more relevant to many players), Squall feels like the worse chainer. Especially for 10 man trials.
    Lightning wins even though she has slightly lower damage averagely.




    Squall [​IMG]VS [​IMG]Olive
    • Squall has higher base ATK
    • Squall has higher survivability
    • Squall has innate 150% TDH
    • Squall has better status ailment protection
    • Squall has W-Ability
    • Olive has innate 250% DH with Sparky
    • Olive can buff her own ATK by 150%
    • Olive can imperil lightning by 75% while breaking DEF by 60%
    • Olive can imperil fire/lightning by 100% while breaking DEF by 70%
    • Olive has higher base modifiers
    • Olive's LB has a way higher modifier
    Squall as a finisher is more than lame. Pretty much everything he has is his Limit Burst and Keen Edge, a 1200% finisher. Which is a good one, but depending on your setup it won't even be worth it using his innate imperils. If you want to abuse the enemy's resistance you'd also lose a lot of ATK, too.
    Olive if you need her to deal fire damage can swap to Machine Gun+ and imbue fire, which is now a very viable option due to her CD move's 100% fire / thunder imperil.
    For finishers it becomes more and more important to OTKO the enemy or burst him down from a certain threshhold, which is why I'd prefer to look away from average damage. So, let's take a look.
    Squall would need a high enemy weakness / high external imperil to prefer an elemental weapon, so I'll just stick to non elemental for him.
    ATK post 100% buff: 2443

    Turn X: 2443^2 x 1.3 x 6 x 2 x 4 = 372,418,737 (2x Keen Edge)
    ATK post 100% buff: 2483
    Assuming 75% imperil

    True Shot: 2483^2 x 10 x 4 x 1.75 = 431,570,230
    ~ 16% stronger than Squall (372418737)

    Immolation Blast: 2483^2 x 15 x 4 x 1.75 = 647,355,345
    ~ 74% stronger than Squall

    Limit Burst: 2483^2 x 26 x 4 x 1.75 = 1,122,082,598
    ~ 201% stronger than Squall


    Assuming 100% + 150% ATK buff imperil:
    True Shot: 2615^2 x 10 x 4 x 2 = 547,058,000
    ~ 47% stronger than Squall

    Limit Burst: 2615^2 x 26 x 4 x 2 = 1,422,350,800
    ~ 282% stronger than Squall
    EVEN with Squall's own STMR he would not catch up because Olive's own LB would gain a massive damage boost. Even True Shot with only her 75% imperil already outdamages Squall. If you only need a quick setup with her Shattering Shot into LB, you'd already deal thrice the damage Squall has.
    Even if we looked at average damage Olive would be better. For the absolute OTKO damage her 150% ATK buff with her own 100% imperil into her LB is just...
    Kaboom. Olive wins.


    Trust Master Reward:
    Lionheart currently is a really great large sword. 150 ATK as a two handed LS is already 20 ATK higher than Revolving Saw. With TDH that's an 80 ATK difference.
    Unless you use Squall though, it's not that huge of a difference and doesn't have to be farmed. However, it is a good alternative for the future Cloud STMR if you really can't seem to get it. Even if it has 30 less ATK (120 effectively), it'll be a decent option. So if you read this far in the future and don't have Cloud's STMR yet: maybe use this.


    Super Trust Master Reward:
    Squall's
    STMR is a whole nother story. Even if it only has one letter different to his regular TMR, it's one of the most broken STMRs.
    3 Auto LB and 55% LB damage. That's not +55% modifier on any LB, it's literally increasing your Limit Burst's modifier by 55%. Which means a Limit Burst with a 1000% modifier now has a 1550% modifier. In the future we will see even better units that can utilise this. For instance Hyou for burst damage can utilise it very well. Or Akstar in the far future.
    Mostly finishers will be interested in this. NG Jake will be absolutely busted. His STMR Gun adds another 30% damage boost and if you then add Squall's STMR... oof. It's whale territory, but geez.
    His STMR is the main reason outside of nostalgia why people are going for him.
    Would I use two of him or get his STMR? If you want to chain with Squall and have no Squall friends, it might be wise to keep two of him at 7*. You want to awaken units to 7 star anyway for STMRs due to future missions, but I'd definitely keep the second one at lvl 105 at least until you decide to go for the STMR simply because currently not many use it and at lvl 105 you will have W-Ability.


    Conclusion:
    Squall is very similar to the first 7* batch: Currently great but will fall off quickly in the meta
    .
    He is definitely more than serviceable. His chaining damage is currently the highest averagely while he is also fairly easy to setup and use. In the current meta he is a strong finisher while also being a strong chainer. So if you do get him and feel like your future 7 stars will not be great or you don't have anyone else, he will do the job in regular trials and events.
    If you only pulled a single one of him he's not really good. His 6 star form compared to other 6 stars is pretty much Cloud: outdated.
    Squall's main issue is that the game is getting updated every week and we are going to see new damage dealers that use his concept and improve it by a whole lot while finishers simply will have higher numbers. Other than that his 10 man trial potential is also quite limited due to not having any chain partners.
    For whales on the other hand Squall is one of THE units to go for since his STMR is just delicious. Limit Bursts will keep becoming stronger and stronger for future units.
    It's really his relatively short lifespan that makes Squall a mediocre to bad unit. As I said, similar to our first 7 star batch.

    [​IMG]

    Character Design: 6/10
    Sprite: 9.5/10
    Chainer: 8.5/10
    Finisher: 8/10
    Trust Master Reward: 8/10
    STMR: 9.5/10
    Arena: 8/10
    Limit Burst: 7/10
    Future Proof: 4/10
    Free 2 Play: 8.5/10
    Pay 2 Play: 8/10
    Personal Rating: 9/10
    Optimal Rating: 7.5~8/10


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


    I wish Squall's GL buffs would've been a bit more noticeable. I actually got one this morning from the kmog tickets. Only 3 left for his STMR lol.

    I've also uploaded an Eyes on Me Cover for the FF8 event in FFBE. If you are interested:
    https://soundcloud.com/memel0rdffbe/eyes-on-me


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    Memel0rd out
     
    Last edited: Aug 6, 2018
    Takit, fliktot, Forza971sbh and 56 others like this.
  2. Kaladin

    Kaladin Well-Known Member

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  3. LAFORGUS

    LAFORGUS Ascended Member Supporter

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    MEMEEEEEESSS!!


    Thanks! ::rudecat5::
     
  4. Sagranth

    Sagranth Ascended Member Supporter Monthly Arena Champ S1

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    2nd! Meh,Ang ftw.
     
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  5. Memel0rd

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

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    oh one second, I didn't update the rankings, please refresh in a few minutes
     
  6. Vayhn

    Vayhn "Hall of Fame" Member Supporter

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    Thanks for the review Meme.

    Now Im curious, will we get some chaining partners for the lad in the future?
     
  7. Neoexdeath2020

    Neoexdeath2020 Ascended Member Supporter

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    I was hoping you'd do Rinoa first :(
    Need to decide if I should spend MAG pots on her or just let her Tornado chain in arena with the Dark Finas forever.
    We really need upgraded arena rewards or other options to get more pots (like KM shop?).
     
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  8. Luciella

    Luciella VIP VIP Supporter Monthly Arena Champ S1

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    Not doing step up on this. I will wait one month for Hyou to spend few hundred $.
     
  9. Memel0rd

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

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    Tomorrow or Sunday, don't worry. You'll survive
     
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  10. Poots

    Poots "Hall of Fame" Member

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    Thanks for the review - but going forward, can you include a little bit more 6* info, at least for the next few months (until most people are running full 7* squads)?
    I'm not asking for a second full unit v unit comparisson like you already do, that's overkill, but maybe a lighter version of it, saying that the 6* of so-and-so is better than this older character, worse than that one.

    Once 7* are the full normal, yeah, all 6* info is outdated. But at the moment, when a lot of people are going to use 6* Squall as a new physical damage dealer, it'd be useful to know how he rates vs Seph as a chainer or Cloud as a finisher.
     
  11. Kaladin

    Kaladin Well-Known Member

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    I like this idea to help the non-whales ::up::
     
  12. Link5478

    Link5478 Member

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    @Memel0rd In your comparison between Squall and Olive, what sort of build did you use for Olive? I'm just a little curious to see how my own Olive (without STMRs) could be improved.
    Great Review btw :P
     
  13. Caliber

    Caliber "Hall of Fame" Member

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    Let’s see I have a pretty maxed out Olive so I’ll be skipping this banner
     
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  14. Memel0rd

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

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    Sparky
    Prishe TMR
    Cloud's Armor
    marshal Glove
    Desch's Earring
    Max ATK materias lol
     
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  16. Chibi Noctis

    Chibi Noctis Ascended Member Supporter

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    Global ID:
    231,559,563
    Leads:
    Tidus, Emperor, Cloud, Olive
    Rank:
    91
    Thanks for the review. ::rudecat17::
     
    Memel0rd likes this.
  17. Fahri99

    Fahri99 Well-Known Member Supporter

    Messages:
    998
    Likes Received:
    904
    Joined:
    May 23, 2018
    Global ID:
    118914426
    Leads:
    ???
    Rank:
    ???
    Thanks for the review
     
  18. Caliber

    Caliber "Hall of Fame" Member

    Messages:
    4,216
    Likes Received:
    3,314
    Joined:
    Oct 17, 2016
    You stole my build
     
  19. h3pc4t

    h3pc4t Active Member

    Messages:
    27
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    6
    Joined:
    Jan 3, 2018
    Global ID:
    747420646
    aw... i wanted to like Squall. I played FF8 to completion.
     
    Scheich likes this.
  20. Scheich

    Scheich Ascended Member Supporter

    Messages:
    339
    Likes Received:
    80
    Joined:
    Mar 28, 2017
    Leads:
    Orlandeau
    Rank:
    113
    Really too bad. Next to Vincent (FF7) he is my most loved FF character :( Too Bad he isn’t that great. Used around 20 tix nevertheless but only got the Ehrgeiz noob.
     
    Pipolail likes this.

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