Valentine Fantasy – Gacha Review

And we’re back!

With the wiki running into some issues, I’ve pulled most skillsets for this review from the JP wiki (the icons in the tl;dr below will link to individual units) – I’ll include a bit more of a run-down of each unit’s skills than usual, but my Japanese is pretty bad, so I apologise in advance if I get something wrong!

With that in mind, let’s take a look:

New Units
Your new go-to for board manipulation
Formation-based buffing support
CP-based single-target buffing support (hooray hyphens!)
Hits things very hard – has some CP shenanigans, but you’re unlikely to need them
Bimodal damage dealer/support – switches modes based on whether they moved or not

  • Default skill draws allies (3★) / everyone on the board (4★) 1 square towards him when he appears (100%). If he misses, he’ll pull again at the start of the next turn (at a slightly lower activation rate)
  • He gets bonus damage against Fear, and dishes it out after attacking (or as part of his CS).
  • He gives out Curse when attacked, and his CS deals bonus damage against Curse
  • His 3★ has the Mentor skill, so he’s extra useful in dungeon farming teams
  • Reduces (3★) / drains (4★) enemy CP on hit

Boogeyman seems tailor-made for wide quest maps – drawing your team closer together at the start of these maps can often mean the difference between a smooth run and one where you immediately lose half your team. If you run any sort of dungeon XP farming team, 3★ Boogeyman probably has a place on it.

His 4★ is also great for general use – pulling enemies closer really helps to enable short-range units, and the ability to do it repeatedly will help some teams function much better than they otherwise would.

Outside of that, he’ll do some decent damage, but nothing to particularly make him stand out. You’re definitely going to be running him for his positioning abilities – there are better options if you just want damage.

  • Default skill makes the units in the three squares in front of him give out different buffs to horizontally-adjacent allies
  • Immune to Drain and Paralysis
  • Clears debuffs (70%, after attacking)
  • Numerous CP boosts for the rest of the team

For a conductor, Cait Sith is pretty one-note (sorry).

Fortunately, that note is a good one. Arrange your team in a T-shape with Cait Sith at the back, and he’ll effectively give Tenacity, Ardour, and Concentration to the front row. This is a pretty great suite of buffs to be giving out, particularly since he doesn’t need to move to apply them.

Since you’ve positioned him like this, he’s in a great position to clear debuffs from your team and boost their CP, too – the trigger rate on his debuff clear is high enough that you probably won’t need much else in terms of support there.

Where he will need support is in durability – he has next to nothing to keep him alive, so consider running a frontline defensive support (Marchosias, for instance) to keep the music going.

  • Default skill gives Evasion to the unit in front (after attacking, 50%) as well as provides an offensive boost to allies 1 square away based on how much CP he has at the start of the turn.
  • Can give out Crit+ to the unit in front when he has more than 50 CP
  • CS removes debuffs, heals and grants Evasion to allies 2 squares away, in case you needed non-offensive options
  • LB3 focused around increasing his own CP (60% after attacking, 100% when appearing)

aaaaa I love him so much This is a fair and unbiased review.

Setting aside personal preferences, Itzamna is a pretty amazing damage-boosting support – his default skill goes from 1.2x (at 0 CP) to 3x, meaning he can give out an attack multiplier of 15x.

Though Leanan probably still wins out in most cases (her multiplier ranges from 11.5x to 23x, depending on how much health her supported unit has left for Limit), Itzamna doing this off two buffs (one of which is rare, and the other one that is unique to him) is pretty bonkers – get any common damage buff involved, and he gets relevant pretty fast.

It’s worth noting that he effectively spends 50 CP to give Crit+ (as well as a hefty CP boost); thankfully, his LB3 should help ensure he’s >=50 most of the time.

His CS, if you need a defensive option, is a great toolkit to have around; with the damage that your supported unit will be putting out, though, I don’t think it’s something you’re likely to use a lot.

  • Guaranteed Crit on Phase Start
  • CP increase when appearing and at the start of turn
  • CP decrease after attacking
  • Applies Paralysis to the enemy when CP >= 60; Countdown when CP >=80; deals bonus damage to both effects
  • 40% chance to give himself Crit when attacking
  • CS gets further bonus damage to Countdown (and applies it to enemies)

I like units like Balor, if only for the reason I don’t have to write stacks about them.

Balor is very strong – he hits things, they die. You’ll probably have difficulty in out-pacing his CP increases, so don’t expect to be applying Countdown with normal attacks too often. It’s not like this will matter too much, though, since his CS applies it anyway ¯\_(ツ)_/¯

Arc

  • Protection/heal combo in a 1 square radius
  • After not moving (and not moved by other units) applies CS Change: All to self
  • Burns enemies, deals extra damage to Burn
  • Applies Prayer to all allies (not including self) when appearing
  • Applies Burn to self on turn start
  • Deals extra damage to Conflagration
  • Recovers HP on buff
  • Gains CP on debuff
  • Gives Crit to self after moving, or Limit to self after not moving
  • CS applies Burn and Conflagration to enemies and applies Ardour to self

There’s a bunch going on with Arc’s kit, and all of it is good. On the support side:

Prayer is a really uncommon buff that will last for the entire duration of most quests. Combine it with the Sweet Dreams AR (yes, they can equip it) for a team-wide +20% skill activation rate (what?!). The Protection/heal combo, though it has fallen a little out of favour for sheer damage, is still useful for when you can’t simply blast your way through a quest; to have it on such a strong unit will really help teambuilding, as it will often be the only support you need.

On the offensive side, they’re a bit more straightforward – take your pick between Crit and Limit and go to town.

The ability to not fire off their CS is also particularly notable here, as it lets you save it for when it will be most effective (or, if you need a massive damage spike, to unleash it on a single target!).

It’s also worth noting that they provide themselves with both buffs and debuffs, which should give them a little bit in the way of self-sustain (though not really enough to solo things).

There we have it! I’m a big fan of this gacha – there’s a good balance of units in here. Good luck if you’re rolling (or, if you’ve already rolled, I hope you had good pulls)!