Fortune Festival Magic – Gacha Review

Before I get into this one, shout out to the folks over on the wiki – skill descriptions are so much easier to parse now ❤

Even by Housamo standards, there aren’t very many articles of clothing in this one – I do wonder what the correlation looks like between this and the number of sales a given gacha pulls in.

After what feels like an age (aka 2 whole months), we’re back with new content! Here’s the tl;dr:

New Units
(Standard Unit) Distributes Guts to his teammates, at the cost of their health
(Standard Unit) Unpredictable trickster that is hampered by low trigger rates
(Event Unit) On-demand CP battery with some offensive buff potential
(Event Unit) Precise single-target damage
(Event Unit) Who says tanks are dead
(Event Unit) Licho’s 4★, but better

No AR this time.

Certainly a unique take on Hindu mythology – definitely fitting nicely in with the Crafters’ designs!

His kit is fine, but not the kind of thing you’ll be building around – his main drawcard comes from his LB2. For the teams that want it, reliable Guts is well worth the cost of 800 HP (~10% of most units’ max health), and a unit that is very difficult to lock down can definitely shine in debuff-heavy quests.

Getting Crit on his 4★ variant will help a little with damage output, especially while he has Concentration up. His 3★ variant, lacking this, is much more focussed around giving Guts; thanks to the lower chance, it’s also much more dependent on Glint and Concentration in the first few turns of the phase.

I can see Tvastar fitting well into a team comp that’s both fragile and is a little lacking in damage – the kind that can clear each phase in 2-3 turns, but really can’t take damage. It’s an odd niche, but if you were looking for something to fill that gap, Tvastar’s your deva.

His CS is reasonably flexible – you can either use it early in the phase to get some damage on the board, or later once the enemy has built up a few buffs, and it’ll likely be useful in either case.

Man, I love this design. The game here is pretty straightforward: every turn, he’ll switch up both his attack type and give himself a buff from a pretty sizeable list. (Update: he changes his CS attack type, not his normal one. This doesn’t really change much, but does make it slightly easier to figure out what to do with him turn-by-turn)

Since his buff cycle doesn’t match up with his attack type cycle, this makes for a pretty unpredictable unit, though Lifewonders has been pretty careful to a) not get him more than one offensive buff at a time and b) to not line him up for any blowouts – he won’t ever get Crit+ while he’s in All- or Magic-range modes.

Where he absolutely falls over is his self-buff chance – at 100% trigger chance, he’d be a fun (if tricky) unit to bring along to liven things up; at 40% (or 50%, after his CS), I’m not sure he’s worth spending resources on.

His consistent kit is ok, if a bit unexciting: Dazzle and Nullify Buff are pretty useful effects to have on hand, but make sure you know what attack form he’s going to be in if you’re relying on him for these.

He’s got some reasonable self-sustain, with a good chance of Evasion When Missing, as well as reliable Blessing every phase, but that’s not going to make much of a difference here.

His CS has some potential – though Charm on a single enemy doesn’t go very far, timing his CS to coincide with Crit+ can make for very satisfying amounts of damage.

Ultimately, I think he’ll be pretty fun to play with, but don’t develop him if you have other units to focus on.

I’ve never really found a good use for Furufumi’s standard variant – he’s quite unwieldy to use.

Fortunately, his limited variant seems to be a little better. There are two things going on here: first, he provides some decent support early in each phase, with Limit, Ardour, and Charm all having reasonable trigger rates and conditions (though getting hit to trigger Charm is never really ideal).

The second part of his kit is built around his CS – thanks to its Blow-range, and Furufumi’s immunity to Darkness, you’re free to trigger this exactly when you want it. Since 25 CP can mean the difference between getting a unit’s CS up or not for a phase, this can definitely be a useful effect to have on hand, though it does require some careful planning. That he hits quite hard, thanks to Blow-range and Crit, will help to ensure he finishes the last enemy off on the current phase.

Since he doesn’t need to hit anything to trigger his skills (and actually gains the ability to inflict Drain when he has his CS up), you’re safe to leave him charged until you need him.

Not a ton to say here – line him up with your target (3 squares in front of him), and he’ll get a 12.48x damage modifier on them. Simple, but certainly very effective.

Since Taunt is a buff, there aren’t many units that can resist or reflect it, so he’s likely to be a decent choice for quests that have debuff-resistant targets.

Punishing enemies for hitting him is reasonably nice, but don’t let it happen too often – that 1.3x increased damage from Berserk+ will add up quickly.

Stealing Buffs from enemies is still pretty underwhelming – the main draw to his CS is probably giving his allies Reflect Debuff. That said, his CS doesn’t stop any of his targeted damage effects, so most of the time you’ll just be using it for the damage boost (and really kill that one unit dead!)

Ryota becomes our third unit to get a fourth variant, and much like Shiro and Moritaka before him, it’s a very good one.

Nothing too fancy here, just plain old tank support – Unction, Nourishment, and Blessing will restore 1200 HP a turn, and Unction and Protection mean your units are only going to be taking 0.19x damage.

Combo with Bael, chuck Arsalan’s AR on him, and I don’t think much can stand in your way.

If Licho’s 4★ was good at locking down enemies, his event variant trades a bit of consistency for the ability to lock them down harder, as well as a whole lot more offensive potential.

Thanks to Combo, you’ll be able to hit with both Wide Slash-range and Magic-range in a single turn – though this isn’t the most useful when his Weapon Change (None) debuff only has a 26% chance (you’ll have enough reason to get Concentration up on him almost all the time), it is useful when applying Weakness across both ranges – that’s a pretty hefty damage spike for most of your team.

Once he’s in Magic-range form, then he can focus on disabling the enemy – with Combo and Concentration, he’s got about a 46% chance of inflicting the enemy right in front of him with Weapon Change.

That is, if he doesn’t kill them – Concentration, Vigour, and Weakness will definitely chew through most enemies.

I actually quite like the idea of pairing him with his 4★ – since he can lock the enemies in place with Oppression, applying Weapon Change (Blow) will effectively disable any enemy not in contact with your team.

So there we have it! Though the standard units are pretty average, the event variants certainly aren’t. As always, good luck if you decide to roll!