Raiders of the Lost Isle 2 – Gacha Review

What strange timing for a sequel – only 5 months after we had a reprint of the first event.

Some quick thoughts, before we get stuck into reviews:

  • I did a review of the first event here, if you’re considering rolling.
  • Interesting that the two ideal farming teams have different drop rate increases this time around – it’s only a 10% difference, though (and most people aren’t likely to have all the required components for both).
  • The new AR cards are fine, but not good – the 4★ one might have an application on an accelerated farming team, but that’s not really something the game is needing right now, and only having a 50% activation chance really detracts from the 5★. If you happen to get either with tickets, by all means use them, but I wouldn’t recommend chasing them with stones.

Let’s get started!

Event Unit

These two have a really fun design – effectively swapping between skillsets when their charge skill goes off.

Their attack side should do decent damage, with both ATK Up and bonus damage against Poison (which they apply), while their non-attacking kit is a bit of an all-round support, with HP and CP boosts along with ATK Up and DEF Up buffs.

The difference in rarities is also pretty neat – their 3★ starts out on their attacking side, while their 4★ form starts out on their non-attacking one.

Both rarities are designed to favour the form that they don’t start in: their 4★ will be better if you want an attacker, while their 3★ will be better if you want them to support (that CP gain to allies is particularly attractive!).

This is compounded by their CS effects – Glint and Barrage are only going to make their second side better.

Absolutely worth maxing out both forms from the event shop.

Gacha Units

Headcanon: Robinson is actually the cute bird, and some random kid keeps photobombing him.

With the way his skills are structured, it’s pretty likely that Glint and Concentration are going to activate out of sync with each other – this is largely a good thing, since it’ll help him stay relevant during the fight.

With two skill-chance-boosting skills, I’m not too worried about his apparently low offensive skill activation rates – with both active, Crit has about a 50% chance of triggering (which is huge!), and his HP down will trigger 40% of the time.

Offensively, even though he is a Hero-attribute unit, he should still put out a decent chunk of damage, especially given he doesn’t need to do anything to trigger it.

Edit: I dun goofed – he’s an All attribute, not Hero. This is pretty great news for his damage – fire/water/wood attribute enemies are common enough that Hero is still something you don’t want on an offensive unit. Thanks to /u/Seralysia for pointing this out!

His CS going through Evasion is a nice touch, and a reliable source of Remove Buff is nice to have around. If you can level it, Weakness is decent, but you’re probably not going to get a ton of utility out of it.

If you’ve got a tanky frontline, Robinson will be more than happy to sit in the back row and snipe at things. Speaking of…

Kijimuna’s event variant is absolutely in line with his other forms as a supporting tank – with the core Tenacity + heal combo that makes Snow and the like so strong, Kijimuna is going to be pretty difficult to remove from the board. It’s a good thing, too, since 3 of his skill effects rely on him getting hit.

As far as support goes, he should act pretty readily as a CP battery for the rest of your team (including a pretty large spike when he first shows up), as well as removing debuffs when he gets hit.

Offensively, Bind and Break are both pretty strong debuffs that should help your team follow through.

Though his skills don’t have the most consistent of activation chances, the sheer number of effects he can put out should mean he’s useful in most situations. Glint, for the first two turns of the phase, will absolutely help with this.

Evasion and Nourishment from his CS are both nice, but getting value out of Evasion might be tricky given that it’s an All-ranged trigger.

I realise there are some other things going on in the art here, but those snakes are too precious.

After debuting last gacha on Sanatkumara, Spread Buffs is back, albeit on a trickier trigger.

Fortunately, he’s got some pretty good buffs to share – Unction, Nourishment, and Vigour are going to be the common ones you’ll see, and you’ll get Protection every once in a while.

With reduced damage coming in from Slash and Thrust enemies (as well as Unction and Protection), Tangaroa should be reasonably durable – with his self-healing, he’ll work pretty well in a tanking capacity.

Double Lock from his CS is great (as is DEF Up, but only if it’s levelled) – though it’s easily triggered, controlling when it goes off is a bit easier thanks to his CP reduction when he gets hit.

Slash units traditionally have issues with units that like to sit back and deal damage.

Dagon, not so much. Since Behemoth was released earlier this year, I’m a lot more favourable to pull effects than I used to be, and Dagon’s default skill has that covered.

With Tenacity, Curse, Regeneration, and a heal before receiving damage, Dagon will have pretty decent staying power, even for a Void unit.

Stigma, HP reduction, and Brawn will mean he can dish out a very respectable amount of damage.

His 3★ form, though lacking both a bit of his 5★’s staying power and stopping power, will still be pretty handy, though more in a supporting role – repositioning the enemy team and hitting them with Curse and Stigma will be useful to many teams.

Weirdly enough, I’m not a huge fan of his CS – since his kit is centred around pulling enemies towards him, pushing them away seems a bit counter-intuitive, and enemy charge skills don’t seem to be a problem often enough to warrant a CS to deal with them. Evasion on his 5★ is nice, though.

There we have it! All of the units in the gacha are pretty strong, though I wouldn’t say any of them are irreplaceable (other than perhaps A/A, but they’re an event unit anyway). As always, good luck to anyone rolling 😀

Skill Quests – Sep/Oct 2019

I hope everyone’s Halloween event went well! I look forward to seeing what they do next.

It’s been a while since I’ve done a dedicated post about skill quests – let’s take a look at the most recent upgrades.

Lord of the Graveyard
Regeneration chance improved to 30%;
Gains Weapon Change (Magic) [After Moving] (50%);
Gains damage boost against enemies with Dazzle

Right off the bat (ha!), Halloween Alice gets a pretty great buff – Weapon Change (Magic) makes her a good deal more versatile on the board, and a damage boost against Dazzle (that she inflicts) is always welcome.

Graveyard Lurker
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CP gain improved;
CP gain chance improved (35%);
Gain Guts [On Phase Start] (50%)

Halloween Arslan was in a better position than Halloween Cu Sith was, so it’s a bit surprising that they both got the same buff. Guts is quite welcome on Arslan – it works quite nicely with his Unction buff – but I was really hoping for more for Cu Sith.

Sower of Plenty
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Increased HP recovery to allies;
Grants Nullify Debuff to self and allies 1 square away [When Appearing] (40%);
Grants Nourishment to allies 2 squares away horizontally and vertically, and 1 square diagonally [Every 3 Turns] (45%)

All around, this is a great upgrade: the healing from this is actually decent now, particularly on Ryota with his magic range; Nullify Debuff (for free, even if it’s only once) will usually get used, and Nourishment is an excellent utility buff. Both of these guys should be able to serve as decent healers now.

Sky Dasher
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Gains additional horizontal movement;
Gains Ardour to self [After Moving] (40%)

Extra horizontal mobility is usually a good thing to have available, and being rewarded for moving with Ardour is a nice addition. Yule You’ll mostly be appreciating the CP gain from Ardour, unless you can get another offensive buff on him, but this is a welcome upgrade for a support that needs to move a lot.

Tough-Winged Griffon
Tenacity to allies chance increased to 50%;
Now applies Tenacity to allies that are horizontally adjacent (in addition to 3 squares behind);
Gains Blessing to allies horizontally adjacent, as well as behind and adjacent [After Receiving Damage] (25%)

That one friend on my list with a level 75 Sitri is going to be pretty pleased about this one. (And I’m always pleased to see Marchosias get some attention)

This is a great buff – both of these characters should be able to perform pretty well in a defensive support capacity. It also means that 4★ Sitri can actually support your team’s back line now, something he was previously a bit useless at.

Cook
HP gain improved;
[Every 3 Turns] Gives HP gain, CP gain, and applies Nourishment to self, horizontally adjacent allies, and allies in the 3 squares in front (45%)

In isolation, Cook+ is now a pretty serviceable skill (the CP gain, in particular, is quite good), but the 3 units that have it probably need a bit more work before I’d recommend them.

That said, Choji is not a bad choice to run if you’re running another defensive support (Marchosias, for instance!).

Beach Babe
Applies Dazzle to attacking enemy [When Receiving Damage] (35%)
Small CP gain [When Receiving Damage] (35%)

I quite like this upgrade – adding Dazzle to it basically mitigates the increased damage you’ll have coming in from enemies with Ardour, without defeating the theme of the skill.

Dazzle is also a pretty fantastic debuff in its own right – it’s almost enough to make Ashigara take normal damage (with Berserk+ on Ashigara, and Ardour and Dazzle on the enemy, he’ll be taking about 1.1x damage), so I’m never mad to have it available.

Of particular note here is Bathym – Curse and Dazzle is a pretty potent combo of debuffs, meaning he’s going to be pretty great at disabling a few choice targets.

Martial Arts Master
Chance of applying Break increased to 40%, trigger changed from [After Attacking] to [When Attacking]

…There’s really not much I can say about this one.

Update: /u/MidnightPeanut over on Reddit pointed out that I’d missed the trigger change, which makes this upgrade make a little bit more sense. Though it’s largely a consistency fix (most units are able to take advantage of their own offensive debuffs), it also has the side effect that you’ll sometimes push the enemies out of attack range before you do damage to them.

Emperor of Zealots
Large CP gain [After Missing] (45%);
Applies Berserk+ to allies 1 square away [After Moving] (40%)

Claude very much doubling down on being a double-edged sword here.

Unless you’ve got levels in his charge skill, accelerating it out is essentially worthless (possibly harmful, if you’ve got a better source of ATK Up around).

I am a fan of the Berserk+ buff though – it’s a pretty rare effect, meaning it’s not likely to conflict with the other buffs on your team, and it’s a decent increase in damage.

Combined with his other two buffs (Vigour and Ardour), the unit directly behind Claude will have almost a 15x damage multiplier – even with the drawbacks involved, that’s pretty powerful.

Overall, this is a pretty good round of skill upgrades – as usual, if you have the units, it’s generally worth your time to upgrade them (there’s really not that much of a cost associated with it!).