New School Year 2021 Pt. 2 – Gacha Review

Following on from Part 1, we’re treated to four more standard units! Will they be better than the previous batch? Are they any good at all? Let’s take a look and find out!

New Units
Applies Possession to disrupt (his 3★) and to destroy (his 4★)
Snipe-range unit cosplaying as a Slash-ranged one
Pulls enemies in for your team to hit, then pushes them away so they can’t hit back
Pops in every 3 turns to say hi (also, to murder everything)

Masanori’s 3★ and 4★ variants are pretty different takes on the same theme:

His 3★’s skillset leverages Possession’s use as a disabling debuff – he’s got a decent chance of applying it, but pretty limited follow-up (beyond Possession in a Long Slash range behind his target, which we’ll get to with his 4★). Combining the disable with Buff Reversal will allow your heavy-hitting units to clean up without much fear of reprisal.

His 4★, on the other hand, leverages Possession’s use as an offensive debuff – much like Ellie, Masanori is built around getting others to do the dirty work for him. On paper, he certainly has the tools to do this: locking down and weakening the enemies that are going to be hit with Possession and Buff Reversal, ensuring they will be hit by changing his puppet’s weapon range, and (massively) boosting their damage with Doubt.

Unlike Ellie, Possession is his only trick – you’d better have a backup plan ready if it fails, because Masanori doesn’t leave you with many options.

Is it a good skillset? With the sheer number of enemies that are outright immune to Possession, maybe not.

Is it a fun skillset? Absolutely. I’ll certainly be jamming him into teams he has no right to be on 🙂

There’s not really a ton to unpack with Kresnik’s skillset: treat him like a Snipe unit that changes to a Slash unit on turn 2+ of each phase, and you’ve essentially figured him out.

He’ll do passable damage in either range, with Crit helping to offset both the steep Snipe damage multiplier and the fact that you lose one of your Combo attacks – this passive damage probably sets him up as one of the better 3★ units with Mentor (which, now that Looking up to My Teachers is a thing, is actually a useful skill to have).

His 4★ gets a very respectable damage spike from ATK Up and Non-Prayer Strengthening – you just need to either stick around long enough for Prayer to wear off or find another way of removing it.

You’re mostly going to be using his CS to reapply Combo when you need it, but Weakness is definitely a nice bonus to have.

Almost a dream support for glass cannon units that don’t want to be hit, Akiha’s main drawcard here is his combination of drawing enemies in on your turn, then pushing them back out of range for their turn.

For many enemies, this is simply going to be unbeatable – after all, if they can’t hit you, they can’t kill you.

Outside of this, he’s got the classic defensive buff/heal combo that has previously proven to be reliably decent. It’s a bit of a shame that he doesn’t apply much of it to himself, but his pushback effect should go a long way towards keeping him safe.

I greatly enjoy the design here – essentially disappearing from the board for 2 out of 3 turns is a great way to capture the essence of a character that doesn’t interact with time in a sensible fashion.

That’s not to say he’s useless for those turns – Berserk+ and Stigma (and Ardour, for his 5★) is a great damage boost for your team on the turns he’s not blowing up the board, and CP reduction to allies can be great on the right team (unfortunately, the upside is a bit limited on a CS-based character).

Just take care not to leave anything alive on the board after his CS – Weakness and Taunt is a nasty combo that he won’t be able to survive for very long!

Though perhaps not the most complex set of units we’ve seen, I don’t think you’d be mad to roll any of this bunch – there’s definitely some very strong skillsets on show here. As always, good luck if you are rolling!

New School Year 2021 Pt. 1 – Gacha Review

For those who have started the game since the last time we had one of these, the new school year gachas are when Lifewonders adds a bunch of new non-variant characters to the game. All of these characters will be added to the standard gacha pool after this event’s over, so if you’re not after anything specific from the lineup, it’s safe to skip.

Let’s take a look!

New Units
Essentially a vehicle for applying the new pair of status effects Deal with the Devil and Price of Contract
Very strong damage for the first few turns of the fight, but drops off fast as the battle drags on
Limit-based support that can buff your frontline’s movement
Curses himself to gain a significant offensive and defensive boost

There’s not a ton here outside of Deal with the Devil and Price of Contract. Dazzle is always a useful effect to have access to, and Reflect Debuff to allies on his CS is also welcome.

Applying Countdown to both enemies and allies when he leaves is going to cause more problems than it solves – more than usual, I would recommend trying not to let him die (or, at the very least, getting his CS off first).

Gaining Possession on his 4★’s CS is a nice boost, but since so many enemies are immune to the effect these days, it’s not a huge improvement.

So, what about Deal with the Devil/Price of Contract? If you can maintain it, then the positive effects are certainly well worth your time – it’s essentially Crit++, 1.5x DEF Up, and 2x Arousal all rolled into one buff.

If you can’t maintain it, then the unit that made the contract is effectively dead.

I’m a big fan of this – it’s powerful and flavourful without being game-breaking. You’re probably still going to bring Leanan most of the time, but I’m definitely keen to try him out.

So, you know how Valentine’s Seth starts the combat relatively weak, and powers up over time? Babe Bunyan is almost the exact opposite of that.

You have until turn 5 before the effects of his stackable Attack Power Reduction debuffs outweigh the benefits of either Crit+ or Crit++ (depending on which of his rarities you’re running).

That’s not to say that he doesn’t have his uses – farming quests by blitzing through each phase on the first turn is still a perfectly valid strategy – just be careful not to run him on quests where there’s a chance you’ll get bogged down (and definitely don’t take him into dungeon quests!).

If you do wind up still fighting past turn 5, your best bet is to try and get his CS off as soon as possible – though getting himself Crit+(+) isn’t very useful, it’s still a pretty decent damage spike for your allies.

Maybe he’ll grow up into something a bit beefier?

To understand Yoritomo’s skillset a bit better, it’s probably easiest to compare with Horus – at their core, both are units that are built around running your team’s health down and using Limit to spike their damage output.

Where Horus is built more defensively, however, Yoritomo is built around pure offense – you’ll note that he doesn’t provide his team with any sort of defensive buff (not even Guts!), while aggressively lowering his frontline’s HP.

Though a risky play, it’s certainly a fast one – much like Babe Bunyan, Yoritomo is very much geared towards wiping the entire phase before the enemy has a chance to move (and sacrificing a few teammates if this fails).

His 5★ commits even more to this playstyle, with a damage boost from global Vigour, and a movement boost to the unit in front of him allowing him to indirectly get his team into position.

Due to his intended position (i.e. off the frontline), it’s going to be hard for him to get his CS off the ground without support. If you do manage to pull it off, though, it’s pretty impressive – the unit in front of him will get a pretty massive damage boost from Crit+(+) and Limit.

Where Horkeu Kamui excels at defending a single target, Volkh excels at fighting single targets. With 0.1x defence when he has a debuff, he’s able to block a significant chunk of incoming damage – that is, until he runs out of debuffs.

His 3★ sticks to this role pretty faithfully – he’ll be able to outlast most opponents thanks to reduced damage and the occasional application of Possession.

His 5★, on the other hand, can play a little more offensively – between Crit, higher damage to Nullify/Reflect Debuff statuses, the application of Non-Debuff Weakening, and a 50% (!) chance to apply Possession in a long slash range whenever he gets a debuff, Volkh has great disruptive potential.

As with the rest of the units that benefit from any sort of debuff strengthening, the combo with Shennong‘s Poison is worth a mention; though risky, Mephistopheles‘ Price of Contract also joins as a potential enabler here.

There we have it! Though I don’t see any of the units featured here to be particularly worth chasing, they’ve definitely all got their uses. Good luck if you decide to roll!