My old review format was a bit of a pain to generate properly (and largely redundant info anyway), so I’m going to be tweaking the format until I can find something I’m happy with.
We get a new skill timing trigger with this gacha: After Missing. This is a neat trigger; let’s see what they do with it.
With that out of the way, let’s get to it!
Standard Gacha Additions
Seth (3★) |
Seth (4★) |
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Cons |
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Role | Tank/defensive support |
We finally get our first defensive-oriented Valiant unit (as well as our first 3 and 4 star Valiant unit, but that was going to happen eventually).
Unfortunately, his first two skills are a bit unexciting; Cleanse on phase start is going to be handy sometimes, but the extra damage and Anchored effects are pretty niche.
The dual effects of his LB2 skill are quite neat: curse gets better when there are lots of units to apply it to, and charging CP when there aren’t many enemies left is a useful move.
The skill timing on his LB3 is a bit weird. I don’t know why it’s When Damaged (as opposed to After Damage), as it’s a bit ambiguous as to whether he applies Protection before or after taking the first hit.
In either case, this is a pretty good skill; Seth is already pretty tanky (thanks, Valiant), and this is going to double down on that. Skill seal is useful against a good variety of enemies, and Protection on allies (though it will be a bit tricky to set up) is great.
His charge skill is nice – evasion doesn’t need to be skilled up to be effective, and a self heal is needed, especially if you can hit a bunch of enemies (combo with his LB2 to make sure his charge skill is ready at phase start!). He’s also tanky enough that not applying evasion to self shouldn’t be a deal-breaker here.
I’ve gone back and forth over whether I like Seth as a unit over the last week. Ultimately, I think he’s a passable defensive support, but his first two skills prevent him from being a must-have.
Gyumao (3★) |
Gyumao (5★) |
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Pros |
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Cons |
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Role | DPS/disabler |
Unlike Seth, it’s immediately obvious how strong Gyumao is as a unit. In terms of offensive capability, he’s likely one of the current best options in the game. That said, there’s still a few things to talk about.
Beastman Blood of the Beast continues to be a waste of a skill slot.
His LB1 is already a really strong skill. I think Chernobog‘s Curse is probably stronger, but it’s kind of moot when both skills are this good.
His LB2 is likely better on his 3★ variant, since you’re more likely to have other offensive units that can make use of the Fervor buff, but the CP increase is great regardless.
This is our second unit that gets Critical+ on phase start, the first being 5★ Festival Hougen; unfortunately for the old man, 5★ Gyumao pulls it off a lot better, for two reasons: first, he’s an attribute that will do actual damage, and second, comboing this with his charge skill does impressive damage to the entire enemy team.
His 3★ variant, while not as strong, is no slouch; strike damage means that he will likely kill whatever he attacks on the first turn outright.
His charge skill is borderline ridiculous. Fear to the entire enemy team is almost good enough by itself, but adding Guts, Acceleration and Fervor into the mix is absurd. Admittedly, Fervor is only really useful if you can skill it up, but it’s still a 20% damage increase at level 1. If you can combine his charge skill with his LB3 and any other damage buff (such as Thunderbird‘s Critical), then the entire enemy team is likely dead.
Have I mentioned that I think this guy is good?
Event Gacha Units
Hanuman (4★) |
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Pros |
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Role | DPS |
I wasn’t initially sold on this guy, until I got to the secondary effect of his LB3, and it all clicked.
Here’s how Bananuman (just try to stop me from calling him this) works:
- Sometime in the first phase, you miss (deliberately), or one of the enemies hits you with some sort of status effect (preferably Skill Seal, since he’s immune to it).
- Burn from his LB3 triggers his LB2, which is both a really strong offensive buff and a really strong defensive buff.
- His LB3 (the primary effect) mitigates the damage from Burn for the rest of the phase.
- His default skill will remove Burn at the start of the next phase.
- Damage from Burn also triggers his LB2, giving Fervor to allies (I think, at least? Not 100% sure on this one. Missed opportunity on LW’s part if this isn’t the case!)
Get all that?
His charge skill doesn’t play into the combo, as far as I can tell, but it’s still very good.
Ganglie (4★) |
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Pros |
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Cons |
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Role | Disabler |
While not quite as combo-tacular as Bananuman, Ganglie is still more useful than I had initially thought.
His first two skills aren’t really worth discussing in depth. Weirdly enough, I think that his Default skill is actually a bit detrimental, since most of his value comes from his non-charge skill abilities.
I don’t get why he burns himself with his LB2, but Charm at 40% is decent. Combining this with Barrage from his LB3 up this to 64%, which is great for a disabling effect.
His LB3 does a ton. Barrage, Weakness, and ignoring Skill Seal are all pretty good, and together they do a lot towards redeeming his first two skills.
His charge skill doesn’t do a ton. Obstruction (anti-Insight) just seems really underwhelming, when you consider that skill-seal effects exist.
Overall, this is a pretty decent lineup. Good luck to anyone rolling!