Difference between revisions of "Tier List/Shark3143/Shadow"

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>Canim44
m (Canim44 moved page Tier List/Shadow to Tier List/Shark3143/Shadow without leaving a redirect: Moving to Shark3143 subpage)
 
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{| class="wikitable sortable"
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{| class="wikitable"
 
!Portrait
 
!Portrait
 
!Name
 
!Name
Line 7: Line 7:
 
!Notes
 
!Notes
 
|-
 
|-
 +
|{{TL|Gala Cleo}}
 +
|style="text-align:center;"|Gala Gleo
 +
|style="text-align:center;"|S+
 +
|style="text-align:center;"|Attacker<br />Support
 +
|style="text-align:center;"|All
 +
|Gala Cleo has proven herself to stand far above the rest of the cast. Not only does Cleo deal high damage herself, she also heavily increases the power of her teammates through her strength buff zones and ability to apply lengthy defense downs to her enemies. Cleo is extremely well-suited for Mercurial Gauntlet, since the stationary target ensures all allies will stay within her strength buff zones, and her damage and support are so valuable that she sees huge success even off-element. Cleo has also proven to be the premier adventurer for High Jupiter, since the fight mechanics favor ranged characters, her damage output is top notch, and multiple Cleos stacking defense downs is very favorable for how damage calculates. Cleo's support value skyrockets in raids, as her strength buff fields and defense downs can support all 16 members of the raid, not just her own team.
 
|-
 
|-
|{{TL|Kleimann}}
+
|{{TL|Ieyasu}}
|style="text-align:center;"|Kleimann
+
|style="text-align:center;"|Ieyasu
 +
|style="text-align:center;"|S
 +
|style="text-align:center;"|Attacker
 +
|style="text-align:center;"|All
 +
|Ieyasu has very high damage output thanks to his natural strength, great choice of elemental weapon, and bleed. Applying bleed makes his S1 do absurdly high damage when it procs, dealing almost as much damage over time as the initial use of the skill at one stack, and easily exceeds it with multiple stacks. He has increases to both critical rate and critical damage to augment his damage, and the self regen from his S2 helps him maintain High HP = Crit, which is important since even his bleeds can crit. Ieyasu is only held back by the absurdly lengthy four second animation on his S1, but the skill is still crucial since so much of his damage output is through bleeds. Ieyasu is a good choice for High Jupiter, as he has great damage output and a full resistance to paralysis, and the decent range on blades and his long iframes can help him attain reasonable damage uptime.
 +
|-
 +
 
 +
|{{TL|Delphi}}
 +
|style="text-align:center;"|Delphi
 +
|style="text-align:center;"|S
 +
|style="text-align:center;"|Attacker<br />Support
 +
|style="text-align:center;"|All
 +
|Delphi’s kit is highly unusual, but effective. His poisons are about ten times as powerful as most poisons, so he should equip a Force Strike damage wyrmprint to increase the damage of the force strike poisons applied by his Poisonous Cage passive. Since his Poisonous Cage passive reduces his own strength by 60%, Delphi functions far better with strength dragons that get his strength back up to baseline value, as opposed to the commonly used Shinobi. Delphi is a great pick in Mercurial Gauntlet and High Jupiter’s Trial, as both bosses have a 0% resistance to poison, and his automatically charging skills continue to charge even when he’s forced to fully disengage from High Jupiter to deal with fight mechanics.
 +
|-
 +
|{{TL|Natalie}}
 +
|style="text-align:center;"|Natalie
 +
|style="text-align:center;"|S
 +
|style="text-align:center;"|Attacker
 +
|style="text-align:center;"|Mercurial Gauntlet
 +
|Natalie’s potential is extremely high at low health. Her S1 scales its damage up to double power based on how little health is remaining, and her HP Below 30 = Strength & Attack Rate passive is a huge DPS increase in its own right. Natalie is also capable of reaching low health efficiently without wasting time taking damage, as her S2 will reduce her to 20% health if she’s not already in low health. She is extremely strong in Mercurial Gauntlet, where it’s safe and reasonable to avoid all incoming damage, and she even sees use off-element since her damage is so incredibly high. Versus High Jupiter, she only really excels in 4DPS team compositions, since she doesn’t want to be healed by her teammates.
 +
|-
 +
|{{TL|Botan}}
 +
|style="text-align:center;"|Botan
 
|style="text-align:center;"|S
 
|style="text-align:center;"|S
 +
|style="text-align:center;"|Attacker<br />Support
 +
|style="text-align:center;"|All
 +
|Her S1 does incredible damage thanks to bleed, and she has access to a team-wide 15% strength buff on her S2 to further her contribution to team DPS, as well as access to a great damage skill from the 5.3 shadow lance. Her high damage, long range, and HP co-ability have proven to be massively valuable for High Jupiter’s Trial. She isn't fully resistant to paralysis, but she's strong enough for High Jupiter’s Trial that it's worth compromising slightly on damage wyrmprints to equip a Para Res print such as Castaway's Journal, and her HP co-ability makes it easy for her to entirely skip out on King of the Skies.
 +
|-
 +
|{{TL|Yaten}}
 +
|style="text-align:center;"|Yaten
 +
|style="text-align:center;"|A+
 +
|style="text-align:center;"|Attacker<br />Support
 +
|style="text-align:center;"|All
 +
|Yaten’s kit is entirely built around energy synergy⁠—he’s able to quickly generate huge stacks of energy, and his passives give him massive benefits from doing so. His Energy = Strength & Critical Rate as well as his Energized: Strength passive give Yaten numerous strong buffs with which to deal large amounts of burst damage from his boosted S1. His S2 charges very quickly and generates two stacks of energy for the team, so he’s able to energize his teammates as well as himself. Yaten can be a difficult pick for High Jupiter, as close ranged weapons struggle to maintain good damage uptime compared to longer ranged weapons.
 +
|-
 +
|{{TL|Sazanka}}
 +
|style="text-align:center;"|Sazanka
 +
|style="text-align:center;"|A+
 
|style="text-align:center;"|Attacker
 
|style="text-align:center;"|Attacker
|style="text-align:center;"|Imperial Onslaught
+
|style="text-align:center;"|All
|Kleimann takes on a more supportive mage role, having access to sleep on his second skill. He's got the highest Strength stat of all Dark units. He also has Force Strike +40% and Skill Damage +20%. Combined with his 2 nukes, he's one of Dark's strongest attackers.  
+
|She has a powerful AoE S1 that can apply a potent bleed, which alone gives her very high damage output. Her sleep based kit helps add extra utility and damage, but can be invalidated by sleep immune content such as raids and High Jupiter’s Trial.  
 
|-
 
|-
|{{TL|Orion}}
+
|{{TL|Curran}}
|style="text-align:center;"|Orion
+
|style="text-align:center;"|Curran
 
|style="text-align:center;"|A+
 
|style="text-align:center;"|A+
 
|style="text-align:center;"|Attacker
 
|style="text-align:center;"|Attacker
|style="text-align:center;"|Jupiter
+
|style="text-align:center;"|All
|Despite being labeled a support unit, Orion can output a respectable amount of damage. He naturally gets a good amount of crit chance thanks to his co-ability and his first passive, Flurry Devastation. He also brings 2 nukes to the fight, one of which also inflicts a Blind. The Blind is on a relatively short cooldown and. However, while Skill Prep is nice to fire off skills earlier, it doesn't improve his performance in longer fights. Overall, Orion is a reliable damage dealer with some utility to back it up.
+
|Curran’s kit is basic, but effective. His skills have great base damage and he also applies the occasional defense down, so his overall damage is higher than most shadow adventurers without bleed.  
 
|-
 
|-
|{{TL|Zace}}
+
|{{TL|Cassandra}}
|style="text-align:center;"|Zace
+
|style="text-align:center;"|Cassandra
 
|style="text-align:center;"|A+
 
|style="text-align:center;"|A+
 
|style="text-align:center;"|Attacker
 
|style="text-align:center;"|Attacker
|style="text-align:center;"|Jupiter
+
|style="text-align:center;"|High Jupiter
|Almost all 3* units in Dark are solid characters, and Zace is no exception. He sports a good Strength stat as well as 2 skill nukes. His first skill inflicts Blind and charges relatively fast, giving him some welcome utility on top of his damage. His passive, Skill Damage +20%, increases the damage he does with his skill even more. However, his regular attacks don't hit quite as hard as the other 3* units in Dark.
+
|Cassandra’s kit is highly specialized for High Jupiter’s Trial, which would be very notable if she wasn’t painfully overshadowed by Gala Cleo. Cassandra’s S2 is a great tool with which to counter unavoidable hits, and she gains permanent strength buffs when knocked to low health up to three times a fight, which is achievable naturally while fighting High Jupiter. Cassandra won’t easily reach her maximum potential in other types of content, so she’s best utilized in High Jupiter’s Trial if Gala Cleo isn’t available.
 
|-
 
|-
|{{TL|Althemia}}
+
|{{TL|Veronica}}
|style="text-align:center;"|Althemia
+
|style="text-align:center;"|Veronica
 
|style="text-align:center;"|A+
 
|style="text-align:center;"|A+
 
|style="text-align:center;"|Attacker
 
|style="text-align:center;"|Attacker
|style="text-align:center;"|Jupiter
+
|style="text-align:center;"|High Jupiter
|Althemia is a ranged damage dealer who focuses on keeping her HP at full HP and then firing off powerful nukes thanks to her first passive, Full HP = Skill Damage +30%. Being a mage, her skills have naturally high multipliers. However, she can't sustain herself so once she loses HP, she has to rely on a teammate to heal her back up to full HP. She's also outclassed by Kleimann.
+
|Veronica’s defining characteristic is that her S1 raises dramatically in power as her HP falls, up to double damage at 1 HP. If Veronica is allowed to remain at low health, her damage output is extremely high. Trying to maintain low health in Mercurial Gauntlet has rough prospects, as intentionally taking damage may not be safe, and it’s likely that her teammates are using wyrmprints that benefit from high or even full health. However, Veronica can benefit from her low health boosts in High Jupiter’s Trial, as the fight has several unavoidable attacks that will naturally damage Veronica without adding any additional risk. In addition, the mechanics and attacks of High Jupiter greatly favor ranged adventurers, making Veronica a viable choice for the fight.
 
|-
 
|-
|{{TL|Rodrigo}}
+
|{{TL|Alex}}
|style="text-align:center;"|Rodrigo
+
|style="text-align:center;"|Alex
 
|style="text-align:center;"|A+
 
|style="text-align:center;"|A+
 
|style="text-align:center;"|Attacker
 
|style="text-align:center;"|Attacker
|style="text-align:center;"|Jupiter
+
|style="text-align:center;"|Mercurial Gauntlet
|Rodrigo, like many dark units, brings 2 nukes to the fight. While the skill multipliers are on the low end due to being a 3* unit, he makes up for it with his first passive, HP 70 = Strength +8%, putting him on par with the likes of Zace and Erik.
+
|Alex excels mostly in Mercurial Gauntlet, where she can assume to get perfect uptime on her Full HP = Skill Damage passive. The critical rate co-ability on daggers is unusually valuable in Mercurial Gauntlet, as it has additional synergy with Full HP style wyrmprints with Critical Damage seen commonly in the game mode, such as Seaside Princess and Evening of Luxury. While Alex isn’t well built for other types of content, Light Mercurial Gauntlet is unusually difficult and helps Alex stand out among her peers.
 
|-
 
|-
|{{TL|Erik}}
+
|{{TL|Audric}}
|style="text-align:center;"|Erik
+
|style="text-align:center;"|Audric
 
|style="text-align:center;"|A+
 
|style="text-align:center;"|A+
 
|style="text-align:center;"|Attacker
 
|style="text-align:center;"|Attacker
|style="text-align:center;"|Imperial Onslaught
+
|style="text-align:center;"|Raid
|As an Axe user, Erik is naturally good at clearing waves of enemies with his attacks. He also gets access to Force Strike +30% as his passive, as well as 2 skills with high multipliers to aid him even more in his enemy clearing duties.
+
|Audric is highly specialized to excel at shapeshifting, boasting a 30% increased critical rate in dragon form, and a Dragon Prep passive. While his damage in adventurer form is low, he excels in raids where he can spend large amounts of time shapeshifted. He has a unique niche in High Jupiter’s Trial in which it’s possible to attain sufficient Dragon Prep to shapeshift before the opening blast, assuming all four adventurers equip a Dragon Prep wyrmprint.
 
|-
 
|-
|{{TL|Taro}}
+
|{{TL|Kleimann}}
|style="text-align:center;"|Taro
+
|style="text-align:center;"|Kleimann
 
|style="text-align:center;"|A
 
|style="text-align:center;"|A
 
|style="text-align:center;"|Attacker
 
|style="text-align:center;"|Attacker
|style="text-align:center;"|Jupiter
+
|style="text-align:center;"|Imperial Onslaught
|Out of all the 3* dark characters, Taro has the highest Strength stat. And, like many of them, he brings 2 nukes to the fight. However, while the skils have nice multipliers, none of his skills have any extra effect. On top of that, his first passive doesn't do anything for Taro at all. Overall he's a decent damage dealer but other Dark units do his job better.
+
|He has a Skill Damage passive and two attack skills to increase his damage output, as well as access to sleep from his S2 to increase his utility value. Sadly, his force strike passive isn’t too exciting since the wand force strike isn’t very good. Despite his multiple attack skills and skill damage, his damage potential is held back by the below-average charge rate on his S2, and the self heal from the 5.3 shadow wand doesn’t help him exceed at his role as much as a damage skill would have.
 
|-
 
|-
|{{TL|Edward}}
+
|{{TL|Patia}}
|style="text-align:center;"|Edward
+
|style="text-align:center;"|Patia
 
|style="text-align:center;"|A
 
|style="text-align:center;"|A
|style="text-align:center;"|Healer
+
|style="text-align:center;"|Support
|style="text-align:center;"|Imperial Onlaught
+
|style="text-align:center;"|High Jupiter
|Edward's got 1 team-wide heal just like Cleo. His seocnd ability is a 20% team-wide shield, which blocks damage and additional effects of a single hit so long as the damage doesn't exheed 20% of the unit's max HP. This gives him some good utility, although in the long run a second team heal would be better than a shield for mitigating damage. He also gets Full HP = Healing, increasing his healing when he is at full HP.
+
|Patia outputs frequent defense buffs with her S1, and has a strong bleed skill to boot. Her damage output isn’t high since she lacks a quickly charging attack skill, but she’s able to deal some damage while also acting as a defensive support. Patia and her teammates function best with a Healing Doublebuff print such as Odd Sparrows, allowing her to serve as a form of healer, which gives her a viable niche in High Jupiter’s Trial.
 
|-
 
|-
|{{TL|Vice}}
+
|{{TL|Rodrigo}}
|style="text-align:center;"|Vice
+
| style="text-align:center;" |Rodrigo
|style="text-align:center;"|B
+
| style="text-align:center;" |A
|style="text-align:center;"|Attacker Support
+
| style="text-align:center;" |Attacker
|style="text-align:center;"|Imperial Onslaught
+
| style="text-align:center;" |All
|While Orion has access to sleep, the other dagger in Dark has access to Sleep. Vice brings 2 nukes to the fight, with his second skill also inflicting Sleep. However, his skill multipliers are low and his second skill takes relatively long to charge up. His passive, Broken Punisher, makes him to respectable damage to enemies in Break, but has no effect outside of that which hurts his damage potential.
+
|Rodrigo has multiple attack skills and a decent passive, but his real strength lies hidden in his frame data. He has the fastest S1 in the game, which completes its animation even faster than buff skills, allowing him to quickly resume attacking afterwards. He also has a fast animation speed on his S2, and his DPS is augmented a bit further by his High HP = Strength passive. Unfortunately he has a poor choice of weaponry in the 5.3 shadow sword, which has a low impact self defense buff, so his good damage isn’t enough to keep up with the bleed characters ranked higher than him.
 +
|-
 +
|{{TL|Zace}}
 +
| style="text-align:center;" |Zace
 +
| style="text-align:center;" |A
 +
| style="text-align:center;" |Attacker
 +
| style="text-align:center;" |All
 +
|A strong 3* adventurer with good strength, two attack skills, and an increased Skill Damage passive, which is valuable since he also has access to a 3rd attack skill from the 5.3 shadow lance. However, his skills are held back slightly by their lower base damage. He does have a bit of utility value since his S1 can apply blinds.
 +
|-
 +
|{{TL|Erik}}
 +
| style="text-align:center;" |Erik
 +
| style="text-align:center;" |A
 +
| style="text-align:center;" |Attacker
 +
| style="text-align:center;" |Imperial Onslaught
 +
|Erik has good strength, two good attack skills, and a passive that increases force strike damage. 75% blindness res and his AoE coverage makes him a good pick for Light IO. His damage output is solid, but he’s slightly held back since he can’t utilize the critical damage boost from the 5.3 shadow axe very well, as he doesn’t have increases to his critical rate built into his kit.
 +
|-
 +
|{{TL|Althemia}}
 +
| style="text-align:center;" |Althemia
 +
| style="text-align:center;" |A
 +
| style="text-align:center;" |Attacker
 +
| style="text-align:center;" |All
 +
|Althemia is a usable pick for High Jupiter’s Trial, since the fight is easier on ranged adventurers, she has okay damage output, and she can cap out her resistance to paralysis without heavily compromising on damage by equipping Revolutionary Magic. It’s quite hard to justify picking her as she still remains in the shadow of Gala Cleo and Veronica, but that doesn’t mean she’s a weak character. She can also perform decently in Mercurial Gauntlet, where it’s completely reasonable to assume perfect uptime on her Full HP = Skill Damage passive.
 
|-
 
|-
|{{TL|Cleo}}
+
|{{TL|Norwin}}
|style="text-align:center;"|Cleo
+
| style="text-align:center;" |Norwin
|style="text-align:center;"|B
+
| style="text-align:center;" |A
|style="text-align:center;"|Healer
+
| style="text-align:center;" |Attacker<br />Support
|style="text-align:center;"|Jupiter
+
| style="text-align:center;" |Imperial Onslaught
|Cleo's the free healer of the game. She's got 1 team-wide heal and a teamwide Defense buff. While the heal is nice, the Defense buff is too low to have a meaningful impact. It would be more beneficial for her to have a second healing skill instead. Her first passive is also lackluster. However, her first skill does cure Paralysis, and Skill Prep means that she can start healing relatively quickly.
+
|Norwin possesses a kit that leans entirely into the blind affliction in a manner comparable to Nefaria. His Blindness = Team Strength passive sets him apart, which allows him to buff the entire team's strength for 10 seconds when he successfully inflicts blind. His own damage is high for a bow adventurer, since he has access to three attack skills between his own kit and the 5.3 Shadow bow, plus he gets large amounts of boosted damage versus blinded enemies thanks to his Blind Punisher passive and boosted S2. His whole kit is easily invalidated by enemies who resist the blind affliction, but he performs well if it works. When comparing him to the very similar Nefaria, Norwin’s damage has an edge over her thanks to his team-wide strength buffs, but Nefaria would be better suited to carrying allies much weaker than her since she focuses entirely on her own damage.
 
|-
 
|-
 
|{{TL|Nefaria}}
 
|{{TL|Nefaria}}
 
|style="text-align:center;"|Nefaria
 
|style="text-align:center;"|Nefaria
|style="text-align:center;"|B
+
|style="text-align:center;"|B+
 
|style="text-align:center;"|Attacker
 
|style="text-align:center;"|Attacker
|style="text-align:center;"|Jupiter
+
|style="text-align:center;"|None
|Nefaria is Dark's only archer and has access to Blind, as well as Blinded Punisher. Night of Antiquity also does bonus damage against blinded damage. However, without a Blind active on the enemy, this skill does very low damage. Her second skill also doesn't give her a damage nuke. Instead, it enhances her Force Strikes to do more damage and have a chance to inflict Blind on the Enemy. The damage on this skill is once again very low. Her passives also revolve around blind. Unfortunately, her first passive only works at full HP and doesn't give her any increased damage, and her third passive only activates when the enemy is blinded.
+
|Nefaria’s kit is based entirely around inflicting blind and increasing her damage against blinded enemies. Applying blind has some utility value, and she does get to fight safely from range, but her damage output isn’t impressive and her contribution can be invalidated in content with blind-immune enemies such as raid battles. Blind Punisher could be theoretically very powerful on the break through synergy with dragon transformations, but it’s quite hard to justify using Nidhogg to apply blind if better choices are available.
 
|-
 
|-
 
|{{TL|Berserker}}
 
|{{TL|Berserker}}
 
|style="text-align:center;"|Berserker
 
|style="text-align:center;"|Berserker
|style="text-align:center;"|C
+
|style="text-align:center;"|B+
|style="text-align:center;"|Tank
+
|style="text-align:center;"|Attacker
|style="text-align:center;"|Imperial Onslaught
+
|style="text-align:center;"|Imperial Onslaught<br />Void Battles
|At a glance, Berserker appears to be a good tank. However, a closer look at his kit reveals a number of issues. First up is his Strength Down on Calamity Wheel. It's only got a 40% chance of landing which makes it unreliable. His second skill increases his maximum HP and heals for the same amount. However, the heal is pretty low. His first passive, Strikers Skill, doesn't really benefit Berserker too much since it only affects Calamity Wheel. He'd much rather have a Strength buff instead. Lastly, Last Offense is a nice one-time Strength buff. However, the fact that it is only once per quest makes it pretty lackluster. On top of that, the current content does not require tank units.
+
|Berserker is very well-suited for Void Jeanne, since he’s immune to blind and swords are very good at spamming force strikes. As such, Berserker can easily break Void Jeanne even as the only team member wielding a Divinity Penetrator weapon, which is critical to ending the fight quickly and smoothly. Berserker remains a poor choice for most other content due to his low damage output and mediocre core 5.3 weapon, but he’s well suited for Imperial Onslaught if nothing else. He’s unsuited for High Jupiter as he lacks paralysis resistance, close range melee weapons are unfavorable for the fight mechanics, and he doesn't deal very much damage.  
 +
|-
 +
|{{TL|Vice}}
 +
| style="text-align:center;" |Vice
 +
| style="text-align:center;" |B
 +
| style="text-align:center;" |Attacker
 +
| style="text-align:center;" |Imperial Onslaught
 +
|He lacks natural strength and base skill damage, but he does have access to multiple attack skills and Broken Punisher to help salvage his low damage output, and he might occasionally put a target to sleep.
 +
|-
 +
|{{TL|Taro}}
 +
|style="text-align:center;"|Taro
 +
|style="text-align:center;"|B
 +
|style="text-align:center;"|Attacker
 +
|style="text-align:center;"|None
 +
|His two attack skills give good coverage for hitting multiple targets and access to the 5.3 shadow blade is a great perk since it gives an additional attack skill. However, the slow animation speed on his S1 and poor passives hold Taro back, and his damage output isn’t as high as it could be.
 +
|-
 +
|{{TL|Orion}}
 +
|style="text-align:center;"|Orion
 +
|style="text-align:center;"|B
 +
|style="text-align:center;"|Attacker
 +
|style="text-align:center;"|None
 +
|He has a coherent kit for damage thanks to Flurry Devastation, two attack skills, 50% Skill Prep, and access to a 3rd damage skill through the 5.3 shadow dagger. Unfortunately for Orion, his skills have very low base damage, and in general it’s hard for a dagger character to do high damage since their regular combo is weak.
 
|-
 
|-
 
|{{TL|Vida}}
 
|{{TL|Vida}}
 
|style="text-align:center;"|Vida
 
|style="text-align:center;"|Vida
 
|style="text-align:center;"|C
 
|style="text-align:center;"|C
|style="text-align:center;"|Attacker Support
+
|style="text-align:center;"|Attacker  
 
|style="text-align:center;"|None
 
|style="text-align:center;"|None
|Vida is a dagger user who focuses heavily on Force Strikes. However, while her second skill as well as her passive increase her Force Strike damage, it's not enough to make up for the fact that she doesn't have a second damaging ability. Her strength is also low and her passives, Stun Res, don't help her since no Light bosses inflict a stun. She's also directly outclassed by Orion, and in a lesser way outclassed by Nefaria.
+
|Vida’s damage output is painfully low, but she does at least have some level of utility value through blind applications.
 
|}
 
|}

Latest revision as of 09:56, 15 January 2020

Portrait Name Tier Role Preference Notes
Lua error: Error: Table Adventurers not found..
Gala Gleo S+ Attacker
Support
All Gala Cleo has proven herself to stand far above the rest of the cast. Not only does Cleo deal high damage herself, she also heavily increases the power of her teammates through her strength buff zones and ability to apply lengthy defense downs to her enemies. Cleo is extremely well-suited for Mercurial Gauntlet, since the stationary target ensures all allies will stay within her strength buff zones, and her damage and support are so valuable that she sees huge success even off-element. Cleo has also proven to be the premier adventurer for High Jupiter, since the fight mechanics favor ranged characters, her damage output is top notch, and multiple Cleos stacking defense downs is very favorable for how damage calculates. Cleo's support value skyrockets in raids, as her strength buff fields and defense downs can support all 16 members of the raid, not just her own team.
Lua error: Error: Table Adventurers not found..
Ieyasu S Attacker All Ieyasu has very high damage output thanks to his natural strength, great choice of elemental weapon, and bleed. Applying bleed makes his S1 do absurdly high damage when it procs, dealing almost as much damage over time as the initial use of the skill at one stack, and easily exceeds it with multiple stacks. He has increases to both critical rate and critical damage to augment his damage, and the self regen from his S2 helps him maintain High HP = Crit, which is important since even his bleeds can crit. Ieyasu is only held back by the absurdly lengthy four second animation on his S1, but the skill is still crucial since so much of his damage output is through bleeds. Ieyasu is a good choice for High Jupiter, as he has great damage output and a full resistance to paralysis, and the decent range on blades and his long iframes can help him attain reasonable damage uptime.
Lua error: Error: Table Adventurers not found..
Delphi S Attacker
Support
All Delphi’s kit is highly unusual, but effective. His poisons are about ten times as powerful as most poisons, so he should equip a Force Strike damage wyrmprint to increase the damage of the force strike poisons applied by his Poisonous Cage passive. Since his Poisonous Cage passive reduces his own strength by 60%, Delphi functions far better with strength dragons that get his strength back up to baseline value, as opposed to the commonly used Shinobi. Delphi is a great pick in Mercurial Gauntlet and High Jupiter’s Trial, as both bosses have a 0% resistance to poison, and his automatically charging skills continue to charge even when he’s forced to fully disengage from High Jupiter to deal with fight mechanics.
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Natalie S Attacker Mercurial Gauntlet Natalie’s potential is extremely high at low health. Her S1 scales its damage up to double power based on how little health is remaining, and her HP Below 30 = Strength & Attack Rate passive is a huge DPS increase in its own right. Natalie is also capable of reaching low health efficiently without wasting time taking damage, as her S2 will reduce her to 20% health if she’s not already in low health. She is extremely strong in Mercurial Gauntlet, where it’s safe and reasonable to avoid all incoming damage, and she even sees use off-element since her damage is so incredibly high. Versus High Jupiter, she only really excels in 4DPS team compositions, since she doesn’t want to be healed by her teammates.
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Botan S Attacker
Support
All Her S1 does incredible damage thanks to bleed, and she has access to a team-wide 15% strength buff on her S2 to further her contribution to team DPS, as well as access to a great damage skill from the 5.3 shadow lance. Her high damage, long range, and HP co-ability have proven to be massively valuable for High Jupiter’s Trial. She isn't fully resistant to paralysis, but she's strong enough for High Jupiter’s Trial that it's worth compromising slightly on damage wyrmprints to equip a Para Res print such as Castaway's Journal, and her HP co-ability makes it easy for her to entirely skip out on King of the Skies.
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Yaten A+ Attacker
Support
All Yaten’s kit is entirely built around energy synergy⁠—he’s able to quickly generate huge stacks of energy, and his passives give him massive benefits from doing so. His Energy = Strength & Critical Rate as well as his Energized: Strength passive give Yaten numerous strong buffs with which to deal large amounts of burst damage from his boosted S1. His S2 charges very quickly and generates two stacks of energy for the team, so he’s able to energize his teammates as well as himself. Yaten can be a difficult pick for High Jupiter, as close ranged weapons struggle to maintain good damage uptime compared to longer ranged weapons.
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Sazanka A+ Attacker All She has a powerful AoE S1 that can apply a potent bleed, which alone gives her very high damage output. Her sleep based kit helps add extra utility and damage, but can be invalidated by sleep immune content such as raids and High Jupiter’s Trial.
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Curran A+ Attacker All Curran’s kit is basic, but effective. His skills have great base damage and he also applies the occasional defense down, so his overall damage is higher than most shadow adventurers without bleed.
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Cassandra A+ Attacker High Jupiter Cassandra’s kit is highly specialized for High Jupiter’s Trial, which would be very notable if she wasn’t painfully overshadowed by Gala Cleo. Cassandra’s S2 is a great tool with which to counter unavoidable hits, and she gains permanent strength buffs when knocked to low health up to three times a fight, which is achievable naturally while fighting High Jupiter. Cassandra won’t easily reach her maximum potential in other types of content, so she’s best utilized in High Jupiter’s Trial if Gala Cleo isn’t available.
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Veronica A+ Attacker High Jupiter Veronica’s defining characteristic is that her S1 raises dramatically in power as her HP falls, up to double damage at 1 HP. If Veronica is allowed to remain at low health, her damage output is extremely high. Trying to maintain low health in Mercurial Gauntlet has rough prospects, as intentionally taking damage may not be safe, and it’s likely that her teammates are using wyrmprints that benefit from high or even full health. However, Veronica can benefit from her low health boosts in High Jupiter’s Trial, as the fight has several unavoidable attacks that will naturally damage Veronica without adding any additional risk. In addition, the mechanics and attacks of High Jupiter greatly favor ranged adventurers, making Veronica a viable choice for the fight.
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Alex A+ Attacker Mercurial Gauntlet Alex excels mostly in Mercurial Gauntlet, where she can assume to get perfect uptime on her Full HP = Skill Damage passive. The critical rate co-ability on daggers is unusually valuable in Mercurial Gauntlet, as it has additional synergy with Full HP style wyrmprints with Critical Damage seen commonly in the game mode, such as Seaside Princess and Evening of Luxury. While Alex isn’t well built for other types of content, Light Mercurial Gauntlet is unusually difficult and helps Alex stand out among her peers.
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Audric A+ Attacker Raid Audric is highly specialized to excel at shapeshifting, boasting a 30% increased critical rate in dragon form, and a Dragon Prep passive. While his damage in adventurer form is low, he excels in raids where he can spend large amounts of time shapeshifted. He has a unique niche in High Jupiter’s Trial in which it’s possible to attain sufficient Dragon Prep to shapeshift before the opening blast, assuming all four adventurers equip a Dragon Prep wyrmprint.
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Kleimann A Attacker Imperial Onslaught He has a Skill Damage passive and two attack skills to increase his damage output, as well as access to sleep from his S2 to increase his utility value. Sadly, his force strike passive isn’t too exciting since the wand force strike isn’t very good. Despite his multiple attack skills and skill damage, his damage potential is held back by the below-average charge rate on his S2, and the self heal from the 5.3 shadow wand doesn’t help him exceed at his role as much as a damage skill would have.
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Patia A Support High Jupiter Patia outputs frequent defense buffs with her S1, and has a strong bleed skill to boot. Her damage output isn’t high since she lacks a quickly charging attack skill, but she’s able to deal some damage while also acting as a defensive support. Patia and her teammates function best with a Healing Doublebuff print such as Odd Sparrows, allowing her to serve as a form of healer, which gives her a viable niche in High Jupiter’s Trial.
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Rodrigo A Attacker All Rodrigo has multiple attack skills and a decent passive, but his real strength lies hidden in his frame data. He has the fastest S1 in the game, which completes its animation even faster than buff skills, allowing him to quickly resume attacking afterwards. He also has a fast animation speed on his S2, and his DPS is augmented a bit further by his High HP = Strength passive. Unfortunately he has a poor choice of weaponry in the 5.3 shadow sword, which has a low impact self defense buff, so his good damage isn’t enough to keep up with the bleed characters ranked higher than him.
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Zace A Attacker All A strong 3* adventurer with good strength, two attack skills, and an increased Skill Damage passive, which is valuable since he also has access to a 3rd attack skill from the 5.3 shadow lance. However, his skills are held back slightly by their lower base damage. He does have a bit of utility value since his S1 can apply blinds.
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Erik A Attacker Imperial Onslaught Erik has good strength, two good attack skills, and a passive that increases force strike damage. 75% blindness res and his AoE coverage makes him a good pick for Light IO. His damage output is solid, but he’s slightly held back since he can’t utilize the critical damage boost from the 5.3 shadow axe very well, as he doesn’t have increases to his critical rate built into his kit.
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Althemia A Attacker All Althemia is a usable pick for High Jupiter’s Trial, since the fight is easier on ranged adventurers, she has okay damage output, and she can cap out her resistance to paralysis without heavily compromising on damage by equipping Revolutionary Magic. It’s quite hard to justify picking her as she still remains in the shadow of Gala Cleo and Veronica, but that doesn’t mean she’s a weak character. She can also perform decently in Mercurial Gauntlet, where it’s completely reasonable to assume perfect uptime on her Full HP = Skill Damage passive.
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Norwin A Attacker
Support
Imperial Onslaught Norwin possesses a kit that leans entirely into the blind affliction in a manner comparable to Nefaria. His Blindness = Team Strength passive sets him apart, which allows him to buff the entire team's strength for 10 seconds when he successfully inflicts blind. His own damage is high for a bow adventurer, since he has access to three attack skills between his own kit and the 5.3 Shadow bow, plus he gets large amounts of boosted damage versus blinded enemies thanks to his Blind Punisher passive and boosted S2. His whole kit is easily invalidated by enemies who resist the blind affliction, but he performs well if it works. When comparing him to the very similar Nefaria, Norwin’s damage has an edge over her thanks to his team-wide strength buffs, but Nefaria would be better suited to carrying allies much weaker than her since she focuses entirely on her own damage.
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Nefaria B+ Attacker None Nefaria’s kit is based entirely around inflicting blind and increasing her damage against blinded enemies. Applying blind has some utility value, and she does get to fight safely from range, but her damage output isn’t impressive and her contribution can be invalidated in content with blind-immune enemies such as raid battles. Blind Punisher could be theoretically very powerful on the break through synergy with dragon transformations, but it’s quite hard to justify using Nidhogg to apply blind if better choices are available.
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Berserker B+ Attacker Imperial Onslaught
Void Battles
Berserker is very well-suited for Void Jeanne, since he’s immune to blind and swords are very good at spamming force strikes. As such, Berserker can easily break Void Jeanne even as the only team member wielding a Divinity Penetrator weapon, which is critical to ending the fight quickly and smoothly. Berserker remains a poor choice for most other content due to his low damage output and mediocre core 5.3 weapon, but he’s well suited for Imperial Onslaught if nothing else. He’s unsuited for High Jupiter as he lacks paralysis resistance, close range melee weapons are unfavorable for the fight mechanics, and he doesn't deal very much damage.
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Vice B Attacker Imperial Onslaught He lacks natural strength and base skill damage, but he does have access to multiple attack skills and Broken Punisher to help salvage his low damage output, and he might occasionally put a target to sleep.
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Taro B Attacker None His two attack skills give good coverage for hitting multiple targets and access to the 5.3 shadow blade is a great perk since it gives an additional attack skill. However, the slow animation speed on his S1 and poor passives hold Taro back, and his damage output isn’t as high as it could be.
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Orion B Attacker None He has a coherent kit for damage thanks to Flurry Devastation, two attack skills, 50% Skill Prep, and access to a 3rd damage skill through the 5.3 shadow dagger. Unfortunately for Orion, his skills have very low base damage, and in general it’s hard for a dagger character to do high damage since their regular combo is weak.
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Vida C Attacker None Vida’s damage output is painfully low, but she does at least have some level of utility value through blind applications.