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

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{| class="wikitable sortable"
+
{| 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|Ieyasu}}
 
|{{TL|Ieyasu}}
 
|style="text-align:center;"|Ieyasu
 
|style="text-align:center;"|Ieyasu
|style="text-align:center;"|S+
+
|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;"|Attacker
|style="text-align:center;"|Jupiter
+
|style="text-align:center;"|Mercurial Gauntlet
|Has the highest natural strength in the game, topped off with access to the highest strength weapon in the 5* dark katana. 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. He has increases to both critical rate and damage to augment his DPS, and the regen from his S2 helps him maintain High HP = Crit. On top of everything, the blade moveset gives him good mobility and AoE coverage.
+
|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}}
 
|{{TL|Botan}}
 
|style="text-align:center;"|Botan
 
|style="text-align:center;"|Botan
 
|style="text-align:center;"|S
 
|style="text-align:center;"|S
|style="text-align:center;"|Attacker Support
+
|style="text-align:center;"|Attacker<br />Support
|style="text-align:center;"|None
+
|style="text-align:center;"|All
|Her S1 does downright incredible damage thanks to bleed, and she has access to a team-wide 15% strength buff on her S2 to further her contribution to damage output. Her damage contribution is so high that it makes up for her lacking passive skills, with a useless Bane outside of raid and a disappointing 50% resistance.
+
|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;"|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.
 +
|-
 +
|{{TL|Curran}}
 +
|style="text-align:center;"|Curran
 +
|style="text-align:center;"|A+
 +
|style="text-align:center;"|Attacker
 +
|style="text-align:center;"|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.  
 
|-
 
|-
|{{TL|Kleimann}}
+
|{{TL|Cassandra}}
|style="text-align:center;"|Kleimann
+
|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;"|Imperial Onslaught
+
|style="text-align:center;"|High Jupiter
|He has Skill Damage and two attack skills, making him a great DPS pick, and he also has access to sleep to increase his utility value. His force strike damage isn’t too exciting for a wand character, and the self heal from the 5* dark wand doesn’t help him exceed at his role as much as damage skills would have.
+
|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|Orion}}
+
|{{TL|Veronica}}
|style="text-align:center;"|Orion
+
|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
|Solid all around damage output thanks to Flurry Devastation, two attack skills, and 50% Skill Prep, and access to a 3rd damage skill through the 5* dark dagger.
+
|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|Zace}}
+
|{{TL|Alex}}
|style="text-align:center;"|Zace
+
|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
|Another strong 3* with good strength, two attack skills, and increased Skill Damage. His S1 has a fast animation speed as well as blind, and his potential is raised because the 5* dark lance gives him access to a 3rd damage skill to not only increase DPS but further synergize with his increased Skill Damage.
+
|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|Sazanka}}
+
|{{TL|Audric}}
|style="text-align:center;"|Sazanka
+
|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;"|Jupiter
+
|style="text-align:center;"|Raid
|She has a powerful AoE S1 that can additionally apply a potent bleed, which alone nearly gives her great damage output, but her S2 and Sleep Punisher can be entirely invalidated by sleep immune enemies. She also can’t effectively use the 5* shadow axe’s critical damage boost.
+
|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|Erik}}
+
|{{TL|Kleimann}}
|style="text-align:center;"|Erik
+
|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;"|Imperial Onslaught
 
|style="text-align:center;"|Imperial Onslaught
|Erik has good strength, two attack skills, and a passive that increases force strike damage. Blindness Res and his AoE coverage makes him a good pick for Light IO. At the moment, he has no way to make use of the critical damage boost from the 5* shadow axe, hurting his potential.
+
|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|Taro}}
+
|{{TL|Patia}}
|style="text-align:center;"|Taro
+
|style="text-align:center;"|Patia
 
|style="text-align:center;"|A
 
|style="text-align:center;"|A
|style="text-align:center;"|Attacker
+
|style="text-align:center;"|Support
|style="text-align:center;"|Jupiter
+
|style="text-align:center;"|High Jupiter
|Unusually high strength for a 3*, but Last Defense isn’t very useful. His two attack skills give good coverage for hitting multiple targets and the 5* shadow blade happens to be the strongest weapon in the game at the moment with an absolutely blistering 590 strength.
+
|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|Rodrigo}}
 +
| style="text-align:center;" |Rodrigo
 +
| style="text-align:center;" |A
 +
| style="text-align:center;" |Attacker
 +
| style="text-align:center;" |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.
 +
|-
 +
|{{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;"|A
+
| 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
|A basic healer with a party-wide heal, 75% Skill Prep, and a 20% defense buff. While not amazing, she has no particular problems with her kit and does her job. It helps that she has little competition within her element.
+
|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;"|A
+
|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
|Very similar to Hawk with a kit based around inflicting and subsequently removing an ailment. Her S1 is weaker than Hawk’s, but at least charges more quickly. Unfortunately, her damage output is lacking among 5* adventurers, and is invalidated by enemies immune to blind.
+
|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|Rodrigo}}
+
|{{TL|Berserker}}
|style="text-align:center;"|Rodrigo
+
|style="text-align:center;"|Berserker
|style="text-align:center;"|A
+
|style="text-align:center;"|B+
 
|style="text-align:center;"|Attacker
 
|style="text-align:center;"|Attacker
|style="text-align:center;"|Jupiter
+
|style="text-align:center;"|Imperial Onslaught<br />Void Battles
|HP 70 = 8% Strength gives Rodrigo a solid boost to his strength, and he has access to multiple attack skills to increase his damage output, despite their slightly lower base damage.
+
|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|Althemia}}
+
|{{TL|Taro}}
|style="text-align:center;"|Althemia
+
|style="text-align:center;"|Taro
 
|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
|Full HP = 30% Skill Damage allows her to perform well when she’s topped off, but she's mediocre without it. Theoretically the self heal off the 5* shadow wand would help keep her HP maxed, but the lengthy charge time on weapon skills leaves her high and dry for most of the quest if she gets tapped by anything.
+
|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|Vice}}
+
|{{TL|Orion}}
|style="text-align:center;"|Vice
+
|style="text-align:center;"|Orion
 
|style="text-align:center;"|B
 
|style="text-align:center;"|B
 
|style="text-align:center;"|Attacker
 
|style="text-align:center;"|Attacker
|style="text-align:center;"|Imperial Onslaught
+
|style="text-align:center;"|None
|He lacks natural strength and base skill damage, but he does have access to multiple attack skills and Broken Punisher to salvage his damage output, and additionally he might occasionally put a target to sleep.
+
|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|Berserker}}
 
|style="text-align:center;"|Berserker
 
|style="text-align:center;"|C
 
|style="text-align:center;"|Attacker
 
|style="text-align:center;"|Imperial Onslaught
 
|Mostly focused on self survival with a terrible S2, which also doesn’t benefit from his Striker’s Skill. If nothing else, he’s well prepared for Light IO thanks to Blind Res, but offers little damage contribution compared to other dark adventurers.
 
|-
 
|{{TL|Edward}}
 
|style="text-align:center;"|Edward
 
|style="text-align:center;"|C
 
|style="text-align:center;"|Healer
 
|style="text-align:center;"|Imperial Onslaught
 
|Has the misfortune of trying to fill the same role as a story character but worse. Shields are inconsistent, and since he’s a 3* with it as his S2, it only reaches 20%, making it less able to block the kind of big hits you’d like it to block.
 
 
|-
 
|-
 
|{{TL|Vida}}
 
|{{TL|Vida}}
Line 118: Line 181:
 
|style="text-align:center;"|Attacker  
 
|style="text-align:center;"|Attacker  
 
|style="text-align:center;"|None
 
|style="text-align:center;"|None
|A force strike dagger character like Francesca, but her S2 doesn’t contribute much if it fails to blind, but she does have some amount of utility value to help her low damage output.
+
|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.