There’s definitely some spice in this one. This is probably one of the better gacha lineups we’ve seen so far – the 3★ units all do passable imitations of the 4★ ones, and the higher-rarity ones are all good.
Standard Gacha Additions
Ebisu
|
Ebisu (3★) |
Ebisu (4★) |
Pros |
- He has 3 (!) skills that heal
- No [When Moving] skills
- Did I mention he can heal?
|
Cons |
- Pulling enemies towards you isn’t always what you want, especially with a shot/snipe unit
- Really unreliable for damage
|
Role |
Heals for days |
There’s not a ton to talk about with Ebisu, though that doesn’t make him bad – he’s probably one of the better healers in the game, especially since he frees your team up to use other [When Moving] skills.
If you’re regularly running a team with Aizen or Snow in it, then his usefulness is diminished somewhat (running him with either of those two is probably overkill, and will hamper your offensive capabilities), but the fact that he can slot into almost any team composition and be useful makes him a great unit to have.
I’m not too impressed by the Gambler component of his LB3 (though it is a strict upgrade to the skill); a base activation of 8% means it will fail almost every time you need it.
His charge skill is decent, and should let the damage dealers on your team clean up a bit, though keep in mind that you don’t get his LB1 or LB2 healing triggers when he uses it, which can hurt if you’re in a pinch.
Aegir
|
Aegir (3★) |
Aegir (5★) |
Pros |
- Will do decent damage thanks to Thrust range
- Good at reducing enemy CP
- No [When Moving] skills
- Good at controlling enemy movement
- Buff Snatch has potential to be great
|
Cons |
- Anchored is really underwhelming for a charge skill effect (though it doesn’t require levelling)
- Unit role is difficult to define
|
Role |
Board control/whatever the enemy is good at |
(Just a note that his 5★ LB3 is the same as his 3★ one, with the additional effect of giving himself Attack Up (50%) at Phase Start)
Aegir is difficult to evaluate. Though his charge skill isn’t spectacular, the rest of his skills are all pretty solid, but they seem to lack any sort of obvious synergy.
How strong a unit he is I think will depend entirely on the enemies he’s up against. Status effects in this game are really strong; if Aegir can steal enough of them, then he’ll be a force to be reckoned with.
(Worth noting: Single-turn buffs, such as Critical, persist until the start of the caster’s next turn – meaning Aegir should be able to steal these too!)
If the enemies rely on debuffing your team instead, then Aegir will probably be a poor unit to field.
Having written this now, I’m a lot more keen on Aegir than I was when I first read his skills.
Event Gacha Units
Ifrit
|
Ifrit (4★) |
Pros |
- Strong offensive buffs
- Bonus defensive buff
|
Cons |
- Unreliable skills that are move-dependent
- Some really weird drawbacks
|
Role |
Offensive support (with a bit of defensive support) |
Concentration and Fervor are both good offensive buffs, and his defensive buff when getting hit is pretty good (though Seth beats him on this thanks to his valiant attribute and sealing general skills over charge skills)
The question with Ifrit is which of his offensive buffs he’ll be able to activate. When max skilled, there’s about a 15% chance that neither of his buffs trigger, and you’ve wasted your move trigger. You’ll get one of the buffs about 47% of the time, and both about 38%; whether or not you run this guy depends on how comfortable you are with this consistency.
Giving himself Charge Skill Seal on entry and Burn on adjacent allies on exit is bizarre, and I can’t really think of many times you’d actually make use of either effect.
His charge skill is nice, and works well with the rest of his kit (*ba dum tss*)
Fenrir
|
Fenrir (4★) |
Pros |
|
Cons |
- Dependent on team for damage
- May struggle against high damage lineups
|
Role |
Tank/offensive support |
Ok, I’ll admit it: Blood of the Beast is not a bad skill on Fenrir. I originally put his role down as DPS, thanks to the combo of his LB3 and his charge skill, but I think his sustain skills do more work for him (and he’ll probably need damage backup)
As a frontliner, Fenrir will do well, keeping himself alive, boosting your team’s damage, and throttling damage coming in.
It’s a bit unfortunate that his charge skill blows enemies back a square; with his wide slash range, I can see this working against him more often than not. That said, Branded is a decent debuff, especially if you can level it at all.
Typhon
|
Typhon (5★) |
Pros |
- C H A R M E V E R Y T H I N G
- He does some other stuff too
|
Cons |
- Suffers a bit against single targets
- Making bass (instrument) and bass (fish) jokes is too difficult
|
Role |
Offensive support |
Wow.
There’s not a lot to say about Typhon other than he’s really good. We’ve seen Playboy before, on Surfer Ganglie, but having the skill on magic range really takes it to the next level.
Even though his charge skill benefits from extra levels, the damage reduction debuff from Paralysis is almost irrelevant, since you can just Charm any enemies that are attacking you.
Volos, if you have him, makes for an almost comical pairing – with Barrage, the chance to Charm a single target is 36%.
Definitely worth investing in, if you can roll him (though, being a 5★, I don’t recommend chasing him unless you have money to waste).
As always, good luck to anyone rolling!