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 😀