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Touhou LW Global Tower Guide v0.1

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  1. ====Touhou LW Tower How-To by Anon====
  2.  
  3.  
  4. ===1===Introduction===
  5. This guide is based on my personal experience with the tower and experiences of Anons in the /jp/ thread. I have not played jap version of the game and I am generally f2p so I haven't tried all strategies nor have I pulled all friends. Please don't hesitate if you spot mistakes, inaccuracies or if you want to complete this guide with personal experiences.
  6.  
  7. Section 2 reviews general team builds and strategies. Section 3 is an overview of the strengths and weaknesses of every friend when played in the tower. Section 4 is an individual floor guide. The rest of this introduction is about how the tower functions.
  8.  
  9. ==1.1==Tower Concept==
  10. The tower is a special gamemode of Touhou LW. It features hard fights against teams of level 100 enemies. All fights are one-wave only; if you manage to knock out all enemies you can challenge the next floor.
  11. Tower is available with new floors from time to time, always for a limited number of days. Your progression is saved. This means that if you can't clear a floor before tower closes, you can train your roster to be ready for it the next time it opens. While this is true, it also means that any floor you are too lazy to clear will have to be cleared in the future.
  12.  
  13. The selling point of tower is that at the end of a fight the state of all units, both enemy and friends, is saved and carried over to the next fight they take part in. This includes current HP, barriers, barrier status, skills use and cooldown, spellcard used. This means that several teams of friends can relay to win a fight.
  14. Buff and debuff don't carry over, be it for the enemy or your friends.
  15. In an enemy is fully barrier broken at the end of the fight, they regain all their barriers at the beginning of the next one.
  16.  
  17. Quitting in the menu the "usual" way will cancel whatever happened during a fight.
  18. You also get the option to "retreat" from fights from their 6th turn onward. This saves units states, so this is way you want to have your teams relay.
  19. Finally, a "practice mode" exists in which you can test your team against the enemies of the floor without any spirit power cost, or consequence (whether you win or lose, you return to the team building screen and nothing that happened is carried over).
  20.  
  21. You get the option to heal your whole roster outside of fights. This restores their HP and barriers, heals whatever barrier status they had, resets skill cooldowns and spellcards use. It also resets their spirit power to 1.
  22. The Healing feature can be used up to 4 times per day. The first daily use is free then additional uses will cost 5, 10 and 15 Seal Crystals. A good objective is to never use a non-free heal.
  23.  
  24. Team building rules are as usual. Friends that get KO'd cannot be used until the next healing. The state of a friend is carried to all copies of it you have. Sorry, you can't bring your 14 MLB copies of Ran to use her Last Word 14 times per day, once the first one has used it, it is exhausted for all copies until the next heal.
  25. The state of your roster in the tower has no effect whatsoever in the rest of the game. You can still use your farmers to bully Yukari in the main story even if they are on the brink of death in the tower.
  26. Tower also has no effect on friends' morale.
  27.  
  28. Fighting is overall the same as in the rest of the game.
  29. Some enemies can apply the All Resist or Solo Resist buffs to their team. It makes a unit significantily more resistant to the aforementionned type of attacks but also more vulnerable to the other one.
  30. enemies have no cooldown on their skills and use them whenever rng wills it. Some skills are only used when a specific condition is met (for example: unit is under 50% of HP); you won't get ingame information about those conditions but you can find the details in the relevant floor guide in section 4.
  31. enemy 2hus can use their spellcards on most floors where they appear (which is to say, most floors). They use the same gauge system as in the rest of the game and tend to rotate between their different spellcards. The enemy will never use some spellcards(?) and some are edits of the version your friends can use. Section 4 has details about this whenever relevant.
  32. Every 10th floor is a boss floor. Boss are obviously strong, and can apply a special status called "Extra Attack" at the beginning of the fight. This status prevents your front-row friends from using a specific kind of action (skill, switch, shot, spellcard) for a set ammount of turns. The status can be healed early by a dispel effect (for example from Sanae's passive).
  33.  
  34.  
  35. ===2===General Strategies===
  36. This section is about general fighting strategies in the tower, and main team-building styles.
  37.  
  38. First a few general tips:
  39. -quit the fight if shit happens. It will have no consequence (other than the spirit power you used to launch the fight being consummed). You may even quit the fight if you feel rng screwed you over. A good challenge is to never do this, but from time to time, anyone can forget to disable Full Auto after a farming session. It just happens.
  40. -it is perfectly acceptable to build a team specifically to take down one enemy, then retreat and return with another team. Unless you have a large and well trained roster, it is unlikely that you will be able to build one perfect team for each floor.
  41. -story cards are good, even as stat sticks. Don't hesitate to have them running around your units: a LW nuker that cannot use any more spell today no longer need her mobile phone story card, you can give it to someone in the next team.
  42.  
  43. So how do clear the tower? When you are building a team, there are two main game plans that work: break and nuke, and stall.
  44. Break and nuke is about breaking the barriers with elemental or anomaly breaks of the enemy then nuking them with a strong spellcard (usually a last word); it is quick, and has the advantage of ignoring the enemy's offense since they will die before having done much damage. However, this game plan uses spellcards so you can only use it so many times before needing to heal.
  45. Stall is about building a team that can withstand the enemies' attacks and slowly accumulate damage to kill them. This game plan doesn't use any spellcard so your team goes out of the fight as fresh as it entered it, ready for the next floors. Stall has the disadvantages of being rather time-consumming, a bit boring (you can auto it... sometimes). Some enemies might also prevent you from stalling if they have elemental advantage over your stall friends or if their offense is just too violent (floor 41-50 are rumoured to host spellcard spamming floors especially hostile to stall for example).
  46. A good strategy to reach the top without using a non-free heal is to break and nuke whoever puts your stall team at risk, and then stall the remaining enemies. Of course there is no best strategy, it all depends on your roster. Tower is not about using one single strat for every floor, it's about adapting to each floor.
  47.  
  48. ==2.1==Break and Nuke==
  49. There is not much to tell about Break and Nuke as it is somewhat close to farming a boss in the main story.
  50. First, choose your target/targets. Take note of elemental weaknesses if any.
  51. Second, choose how you break. Pick friends that can deal enough elemental breaks with spellcards or standard shots, or build a team that can apply enough of a barrier status then break it.
  52. Third, pick your nuker based on elements, Yin/Yang. Solo LW are okay if you want to nuke one specific enemy.
  53.  
  54. -you are (usually) not in a hurry. Give your nuker the time to gather 3 spirit power to Max Boost before using that spellcard. Adding a Tank friend to the team might help buy you this time.
  55. -plan your full break. For a lot of reasons, it really does not need to happen turn 1: you might want to sync your full break with an enemy would-be spellcard turn, you might need to stack buffs on your nuker, you might need a bit of spirit power, etc.
  56. -be warned that some enemies can restore barriers for their team. Take this into account in your break plan.
  57. -you can include friends with the "Power Link" switch effect in your team to give spirit power on switch to your breakers/nuker. Some story cards can also be a source of spirit power.
  58. -stack buffs from story cards/support friends. You'll get so much more from a spellcard with 10 levels of relevant buffs on your nuker.
  59. -since this game plan is very fast, you can abuse the practice feature to test your build.
  60. -a more advanced break and nuke strategy is to split the fight in two: the breaking and the nuking. During the break fight, break all but one barriers of the enemy. Simply include a friend that can break that one barrier in the nuker team. This strategy allows you to easily full break several enemies at the same time with your nuker team, for example to fully take advantage of a All LW.
  61. -plan several floors ahead, depending on how much you want to do today. You could use your Star nuker here but two floors ahead there is an enemy that looks far more dangerous that is also weak to Star. Maybe a nuker with neutral elemental affinity would be better?
  62. -a regular spellcard sometimes does the nuking job just fine, especially against a weak or already harmed enemy.
  63.  
  64. ==2.2==Stalling==
  65. Stalling requires more explanations since it is rather different than what you do in the rest of the game.
  66. A stalling team is able to withstand the enemy offense and slowly kill the enemy. The standard build for such a team is a Tank, a Healer and a flexible pick of whoever is the most adapted for the current floor.
  67. This strategy is very reliant on your tank and your healer's skills, so you need to unlock and level up them.
  68. Stalling is unadvised against an enemy that can regain HP (none of them could in the 30 first floors(?)), and on floors with just too much damage (dangerous on boss floor 30 without clearing Patchouli first for example).
  69.  
  70. Stalling is actually the closest Touhou LW ever gets to standard rpg gameplay. Use your healer's skills whenever it's not too big of a waste to. Use your tank's barrier when you feel she is going to take too much heat (against three enemies, solo enemy spellcard incoming, etc.).
  71. enemy seems to rotate among the spellcard they own. Once you have a feeling of the rotation order, you can predict if they are going to use a Solo or All spell and you can raise the barriers on appropriate friends.
  72. Your team shouldn't need to use their spellcards, which means a friend can still be useful for stalling purpose after having helped breaking or nuking an enemy. Alternatively, you can keep your spells for emergency situations if you ever mess up.
  73. There are different ways to kill the enemy:
  74. -just do damage with your regular shots. This is long but if you have no other means available for whatever reason, it will work.
  75. -if you have a means to break barriers without using spellcards (be it elemental or anomaly), you can repeat cycles of amassing spirit power, full breaking an enemy, and then unleash your focused shots fully boosted with whatever buff your stall squad has.
  76. -poison/burn stacks. A single stack of those deals 1.4% of max health every turn. 1.4% of the 500k+HP the enemies sport in the tower is a lot, often a lot more than whatever damage you can dish out otherwise. The fastest way to kill an enemy with stall is usually to keep them stacked with those status.
  77.  
  78. Stalling is long and somewhat boring depending on the floor and your team. Can we auto it? Depends.
  79. Since most of your stall depends on skills being you used, you will need to Full Auto. This means you are okay with all your spellcards being wasted (or you have used all of them yourself already). Your units also won't be clever with how they use their barriers, so they won't shield themselves from enemy spellcards: unless those spells are really non-threatening, you will most likely need to manually kill the enemy using them first.
  80. Still, full auto is possible in specific situations: for example any tank with HP-recovery on a skill can auto-solo a single non-spellcard using enemy (granted the enemy doesn't have element attacks effective against your tank).
  81.  
  82. =2.2.1=Tank advices=
  83. -pick a DEF unit.
  84. -your tank should not be weak against any of the enemy regular shots since she is supposed to take all of those. Being weak to an element on an enemy spellcard is fine since you are going to use a barrier for those anyway.
  85. -unlock and level up your tank skills. Those passive X% to do Y each turn actually come in handy when the fight is a hundred of turns long.
  86. -focus up is unironically good. Some tanks can go to focus up level 10, at which point you are almost guaranteed that all enemies will use their solo targetting shots on her. Very helpful.
  87. -equip story cards as defense of hp stat sticks.
  88.  
  89. =2.2.2=Healer advices=
  90. -your choice is quite limited to HEAL friends. You could use a SUPP unit but they all currently suck for this.
  91. -the more HP your healer has, the more HP they restore to the team (restore 35% of HP means 35% of own HP). Use HP stat sticks and pick a friend with a lot of those.
  92. -being weak to an enemy's regular shot is fine if your tank has enough focus up and that enemy has a solo shot to use. With your heap of HP you should be safe as long as you don't get full barrier broken.
  93.  
  94. =2.2.3=Third friend pick=
  95. -this is the friend that determines your damage plan. Pure damage? Fire stacks, poison stacks? Breaking barriers?
  96. -desirable traits include: elemental advantage over the enemy, not being as fragile as a sheet of paper (choose among your trained 90-100 units), being able to inflict barrier status with skills or regular shots, being able to elemental break/anomaly break with regular shots, having some sustain (self-heal, defense up, focus down, ...).
  97. -as with your healer, being weak to an enemy's regular shot is sort of fine if your tank has enough focus... Still, somewhat fragile friends should be wary because not predicting an All spellcard or being on the receiving end of an all shot tends to happen. Avoid elemental weaknesses if you can.
  98.  
  99.  
  100. ===3===Friends review===
  101. All friends currently released are reviewed for the different gameplans purposes. Friends I have not played much have a (~) mark, so if you feel like adding a bit about one you used in the tower, please feel free to.
  102.  
  103. ==3.1==Reimu Hakurei==
  104. Break and Nuke: good Sun All-Nuke, good Sun Breaker
  105. -good access to Sun on p0 and all spellcards to break.
  106. -access to focus up: can buy you the time you need to get your nuker to P3
  107. -LW deals a lot of damage and is very precise: can be used as an All Nuke
  108.  
  109. Stall: excellent tank, good Sun provider
  110. -can reach focus up level 10 reliably against 3 enemies
  111. -defensive buffs for the whole team and barrier self restoration. Would only lack a bit of HP self restoration to be perfect.
  112. -Sun on P0 focus shot, very precise spread shot that gathers a lot of spirit power.
  113. -both shot deal decent damage. One is P0-yin and one is P0-yang so you can work around enemy defense buffs.
  114.  
  115. ==3.2==Marisa Kirisame== (~)
  116. Break and Nuke: mediocre Star breaker, okay All-Nuke (?), bad Solo-Nuke
  117. -only one Star break on spellcards (P0) and regular shot (P3).
  118. -attack link to help buff nuker.
  119. -damage on LW is mixed Yin-Yang with more Yin, yet she boosts her Yang attack. You could Master-Spark instead if you wanted her to nuke (?)
  120.  
  121. Stall: bad Star-provider
  122. -Star on P3 shots.
  123.  
  124. ==3.3==Sakuya Izayoi== (~)
  125. Break and Nuke: mediocre Metal breaker, okay Metal All-Nuke
  126. -two metal breaks on first spell.
  127. -Metal LW scales easily with speed and Yin attack. Can self-boost to Yin attack 3 and Agility 10.
  128. -self provides spirit power.
  129. -speed link buffs accuracy.
  130.  
  131. Stall: bad Metal-provider
  132. -one Metal on P3 shots.
  133. -very fragile.
  134.  
  135. ==3.4==Youmu Konpaku==
  136. Break and Nuke: good Metal breaker, good Moon All-Nuke
  137. -two metal breaks at P1 on both spellcards.
  138. -debuff Crit evasion and defense. Can self-buff with 6 levels of attack up
  139. -mostly Yang LW can easily scale.
  140. -attack link.
  141.  
  142. Stall: decent Metal-provider
  143. -access to evasion up makes her (somewhat) less fragile
  144. -Metal on P1 of both shots.
  145. -good spirit power harvesting against several enemies, good damage with focus shot.
  146.  
  147. ==3.5==Reisen Udonge Inaba==
  148. Break and Nuke: good Moon breaker, decent anomaly breaker, okay Moon Solo-Nuke
  149. -moon on P0 focus shot, 2 moon on P1 spellcards, 3 on P3.
  150. -can break all barrier status with her spell so she might be useful for a gimmick paralysis barrier break build or something.
  151. -LW is mostly Yin so she can scale.
  152. -apart from Evasion, the debuffs she puts on the enemy are somewhat irrelevant.
  153. -speed link.
  154.  
  155. Stall: good Moon provider
  156. -moon on P0 focus shot.
  157. -paralysis support can sometimes help the stall.
  158.  
  159. ==3.6==Sanae Kochiya==
  160. Break and Nuke: good Star breaker, okay various elements provider
  161. -3 Star on P3 first spell.
  162. -can buy time for the team with heals.
  163. -a bit of every other elements otherwise. She can help if you need one or two breaks in Water, Earth, Metal or Wood.
  164.  
  165. Stall: excellent healer, okay Earth and Metal provider
  166. -best healing in the game currently. Can also restore barriers.
  167. -Best HP out of non-fes units.
  168. -can dispel the extra attack status from herself in boss floors
  169. -2 Earth and 2 Metals on P3 Spread and Focus shot can help. However, harvesting spirit power with her is a bit awkward when there is only one enemy left.
  170.  
  171. ==3.7==Daiyousei== (~)
  172. Break and Nuke: excellent metal breaker, decent damage support
  173. -meme-level 6 metal breaks on P3 first spell card. Can one-turn-break enemies all by herself leaving you a lot of freedom to do with for the rest of your team.
  174. -also provides offensive support in form of Yang Attack and Crit acc.
  175. -speed link.
  176. -can help with Wood and Fire breaks with her P3 shots if you have no other options.
  177.  
  178. Stall: okay Wood and Fire provider, bad healer
  179. -bad HP and only one healing skill means she really shouldn't be your main healer.
  180. -however that one healing skill is nice if she is your third unit. Just put HP stat sticks on her so she doesn't have an accident.
  181. -2 Wood and 2 Fire breaks on P3 shots can help. Don't know if she harvests that much spirit power when there is only one enemy remaining.
  182. -offensive support is kind of cool for turns when the enemy is full barrier broken.
  183.  
  184. ==3.8==Cirno== (~)
  185. Break and Nuke: good water breaker, gimmicky Freeze breaker, Nuker (?)
  186. -good access to water, 3 breaks in the P3 second spell card, 2 in P2 first spell.
  187. -she can freeze barriers then break them several times with her second spell and LW. Maybe this is decent with some additional freeze support?
  188. -don't know about the LW. She debuffs her Yang attack but it scales with Yang for some reason?
  189. -attack link.
  190.  
  191. Stall: mediocre water-provider
  192. -0/1/2/2 Water on both shots is really good.
  193. -Gensokyo's most fragile. Look at those defenses. Don't bring her anywhere there is Earth or Sun.
  194.  
  195. ==3.9==Hong Meiling (pre-buff)==
  196. Break and Nuke: mediocre All-Nuke
  197. -no element whatsoever so don't expect her to break.
  198. -LW scales on Yin but she gives herself Yang Attack?
  199. -at least she produces her own spirit power.
  200.  
  201. Stall: desperate-tier neutral damage maker
  202. -a lot of Yang defense buffs, and some for the party too. Solid against Yang enemies.
  203. -no element so she is resisted by no one? I guess?
  204. -can't break barriers by herself, can't deal poison or burn. If your tank or your healer can't do any of that either, then boy, this stall is going to be long.
  205. -if, for some reason, all other units you could have used can't be used (elements of the floor, being KO, not having any other unit), then she is going to do an okay job.
  206.  
  207. ==3.10==Patchouli Knowledge== (~)
  208. Break and Nuke: good Sun and Moon breaker, decent various elements breaker, nuke (?)
  209. -1/2/3/4 Sun and Moon on the spellcards is crazy good.
  210. -meme-level access to elements on shots. Mostly useful for Metal and Wood tho.
  211. -power link.
  212. -the LW seems good+her passive is nice. Maybe a decent nuker?
  213.  
  214. Stall: good third unit overall
  215. -all non-celestial elements on her shots. Mostly useful for Metal and Wood, but definitely helpful.
  216. -worst HP in the game and bad Yin def are offset by access to focus down and very good resistances.
  217. -only weak to star so you can bring her a bit everywhere.
  218. -can apply burn stacks. Since she can't put more than one for 3 turns every 5 turn, we are not talking about burning the enemy alive, but still it's nice.
  219. -can dispel the extra attack status from herself in boss floors
  220.  
  221. ==3.11==Chen== (~)
  222. Break and Nuke : decent neutral All-nuke (?)
  223. -can deal a lot of damage if Agility stacked, I guess?
  224. -produces a lot of spirit power for herself.
  225. -debuff evasion.
  226. -speed link.
  227.  
  228. Stall : if it's your only option or something, maybe.
  229. -it's a friend you can put in your team.
  230. -this is a bit like the pre-buff Meiling situation, except Chen is much more fragile than Meiling.
  231.  
  232. ==3.12==Alice Margatroid==
  233. Break and Nuke : good damage support
  234. -lots of buff and debuffs all around, can help you to scale and with accuracy problems.
  235. -power link!
  236.  
  237. Stall : desperate-tier neutral damage maker
  238. -focus down.
  239. -while her buffs and debuffs are nice, they are often unneeded.
  240.  
  241. ==3.13==Lily White==
  242. Break and Nuke : good Wood breaker, Nuke (?)
  243. -1 Wood on P0 focus shot, 3 Wood on P3 first spell card
  244. -2 Star on P3 second spell card can also help if Star is scarce
  245. -don't know about the LW.
  246.  
  247. Stall : decent healer, good wood provider
  248. -good healings skills, can cure barrier status
  249. -somewhat mediocre HP for a healer and can't restore barriers without skill. She is outclassed by other healers but remains pretty ok.
  250. -Wood on P0 focus shot is very good.
  251. -Focus down.
  252.  
  253. ==3.15==Ran Yakumo==
  254. Break and Nuke: excellent Earth All Nuke, poison breaker support
  255. -will almost full scale on her all-Yang LW by herself
  256. -accuracy support on first spellcard
  257. -access to charge on skill
  258. -attack link
  259. -her LW has poison so maybe your first nuke is paving the way for a break with Medicine?
  260.  
  261. Stall: desperate-tier neutral damage maker
  262. -no element
  263. -kit is super offensive on top of a bad Yin defense
  264.  
  265. ==3.16==Sunny Milk== (~)
  266. Break and Nuke : mediocre Sun breaker, Nuke (?)
  267. -Sun mostly comes on P0 spells, one more at P2 on the first one. A bit underwhelming.
  268. -defensive skills that debuff herself. I guess you don't have to unlock them if you play her offensively.
  269. -speed link.
  270. -the LW seems ok since it scales hard on Yang, but her kit has no buff whatsoever.
  271. -the support isn't here yet but she can maybe team up with Reisen in the future for an anomaly break based on Blind.
  272.  
  273. Stall : bad Sun provider.
  274. -only one Sun on her P3 shots.
  275. -can reduce enemy accuracy a lot if you are willing to use the skills.
  276. -super fragile and has focus up on one of her skills.
  277.  
  278. ==3.17==Luna Child==
  279. Break and Nuke : okayish Moon breaker, decent Moon Solo-nuke
  280. -Moon mostly comes on P0 spells, one more at P2 on the first one. A bit underwhelming.
  281. -power link.
  282. -Moon LW scales hard on Yin and she provides herself with 5 levels.
  283.  
  284. Stall : mediocre Moon provider.
  285. -only one Moon on her P3 shots.
  286. -a lot of focus down and defensive buffs.
  287.  
  288. ==3.18==Star Sapphire== (~)
  289. Break and Nuke : okayish Star breaker, nuke (?)
  290. -Moon mostly comes on P0 spells, one more at P2 on the first one. A bit underwhelming.
  291. -attack link.
  292. -accuracy buffs. Okay support for unaccurate units.
  293. -don't know about the LW.
  294.  
  295. Stall : bad Star provider.
  296. -only one Star on her P3 shots.
  297. -not a lot going on for her apart from debuffing enemy attack.
  298.  
  299. ==3.19==Medicine Melancholy==
  300. Break and Nuke : excellent anomaly breaker, good Wood breaker
  301. -can put tons of poison stacks then break them with her LW.
  302. -2 Wood on both P1 spells. LW has 1/2/3/3 Wood and is All targetting so you can get creative with your breaks.
  303.  
  304. Stall : excellent poisoner
  305. -two skills that put poison stacks! Poison on the P3 focus shot!
  306. -wood and earth on P3 shots are nice if not a little underwhelming, but Medicine is usually not here to break barrier.
  307. -pretty fragile and no sustain so be wary of Moon and Metal.
  308. -attack debuffs are a cool bonus.
  309.  
  310. ==3.20==Nitori Kawashiro==
  311. Break and Nuke : decent Water and Metal breaker, nuke (?)
  312. -1/1/2/3 Water and Metal on spellcards is cool.
  313. -don't know about the LW. Seems hard to scale
  314. -evasion debuffs.
  315. -speed link.
  316. -some Paralysis. The support isn't there yet, but maybe can work with Reisen in a paralysis team someday?
  317.  
  318. Stall : desperate-tier neutral damage dealer+debuffer
  319. -a lot of debuffs that helpwith defense. Paralysis can also make enemy miss turns.
  320. -not a lot else going on for her, and no elements on the shots.
  321.  
  322. ==3.21==Yuyuko Saigyouji==
  323. Break and Nuke : decent Wood breaker, excellent Wood All-Nuke
  324. -crazy LW. Reach 10 levels of Yang Attack buff by herself.
  325. -produces a bit of her own power, also boosts her own accuracy.
  326. -"only" two Wood on both her spellcards at P2 and P3.
  327. -power link.
  328. -access to charge on skills.
  329.  
  330. Stall : decent Wood provider
  331. -Wood on P2 focus+power skill is good.
  332. -very offensive, will deal a lot of damage to a full barrier broken enemy.
  333. -kit has absolutely no defense but she can't be described as fragile so it ends up okay.
  334.  
  335. ==3.22==Remilia Scarlet== (~)
  336. Break and Nuke : decent Fire breaker, good Fire all nuke
  337. -1/2/2/3 Fire on second spell card
  338. -nice debuffs for support, cool buffs to self for offense
  339. -attack link
  340. -LW scales hard on Yin
  341.  
  342. Stall : can't advise it
  343. -no element, kit is very offensive coded.
  344. -three weaknesses! And look at that Yang Defense stat. Hard to find somewhere safe for her.
  345.  
  346. ==3.23==Flandre Scarlet== (~)
  347. Break and Nuke: bad Fire breaker, decent Solo Neutral nuke
  348. -only 2 Fire breaks on P3 second spell card
  349. -power link.
  350. -needs a lot of support for her LW to scale be accurate but the damage potential is good.
  351. -defense debuffs
  352.  
  353. Stall: no
  354. -no element
  355. -fragile, three weaknesses, same deal as her sister.
  356. -remember what I said about Chen? Chen could at least raise her evasion. Flandre can uh... decrease her defense.
  357.  
  358. ==3.24==Yukari Yakumo==
  359. Break and Nuke: good Earth breaker, bad Sun breaker, Nuke (??)
  360. -1/1/2/3 Earth on first spell, 0/1/1/2 on the second+Earth on P0 focus shot is so good.
  361. -Sun on the second spell can sometimes help.
  362. -Kit is very defensive so she can buys a lot of time by herself.
  363. -LW seems strong and easy to scale.
  364.  
  365. Stall: excellent tank, good Earth provider
  366. -contender for the best defensive kit in the game
  367. -so much focus, team boost, team barrier recovery, HP recovery for self
  368. -passive is good too
  369. -Earth on P0 shot on top of all that is crazy
  370. -can full auto stall in a favorable situation.
  371.  
  372. ==3.25==Kasen Ibaraki== (~)
  373. Break and Nuke: good Earth and Water breaker, good single target Fire nuke
  374. -that 1/2/2/3 elemental spread on her spells is very handy
  375. -lots of buffs for herself, including spirit power and accuracy
  376. -LW is really easy to scale due to massive self-buffing
  377. -power link
  378.  
  379. Stall: desperate-tier neutral damage dealer
  380. -no elements
  381. -it's probably the best of those "no elements, no utility" characters (not that it means much), because she is quite sturdy
  382.  
  383. ==3.26==Fujiwara no Mokou==
  384. Break and Nuke: good Fire breaker, good Fire single target nuke
  385. -3 and 2 Fire breaks on the spells, one more on the P0 focus shot.
  386. -Yang heavy, easy to scale
  387. -self buff and debuff enemy defense
  388. -however, be warned that the spells eat Mokou's HP away
  389.  
  390. Stall: good burner, excellent Fire provider
  391. -1/1/1/2 Focus shot, 0/0/1/2 Spread Shot. So much Fire.
  392. -skill that puts 2 stacks of Burn on a target with low cooldown, burn on the focus shot.
  393. -some sustain in the skills and passives.
  394.  
  395. ==3.27==Suika Ibuki== (~)
  396. Break and Nuke: excellent Fire breaker, good All Metal Moon Nuke
  397. -P0 Fire spread shot + 1/2/3/3 second spell.
  398. -accuracy and Yin attack support
  399. -attack link
  400. -LW is very strong and scales well on Yin and Defense which she provides for herself
  401.  
  402. Stall: good fire provider, bad Water and Wood provider
  403. -will do a lot of damage on a barrier broken enemy
  404. -fire on the P0 spread, Water and Wood on P3 focus, Water on P3 Spread
  405. -lots of buff to self all around making her quite sturdy
  406.  
  407. ==3.28==Byakuren Hijiri==
  408. Break and Nuke: Sun and Star decent breaker, Neutral All-Nuke (?)
  409. -0/1/2/3 Sun on the first spellcard, 0/0/1/3 Star on the focus shot
  410. -DMG to effective elements up 20% would be better if her LW actually had elements
  411. -can buy time with focus up
  412. -didn't test the LW. Seems like it could scale easily with agi and Yang attack, maybe decent?
  413.  
  414. Stall: good tank, good Star provider
  415. -3 Star on a regular shot is pretty rare, would probably be better if it was 1/1/1/3 or something.
  416. -kit very heavy on focus, easy to stay at 10 level of focus up
  417. -somewhat lacking in the recovery and restoration department, but she has incredible base stats
  418. -can full auto stall in favorable situation thanks to her hp recovery on spread shot.
  419.  
  420. ==3.29==Marisa (forma Roja)== (~)
  421. Break and Nuke: excellent Star breaker, good Fire breaker, decent Earth and Water breaker, excellent All-Nuker
  422. -3 star breaks on both P2 spellcards.
  423. -crazy element spread + 1/1/2/2 shots for Fire and Water
  424. -buffs herself in almost every possible offensive way. Debuff enemy Evasion.
  425. -easy to scale since very Yin heavy
  426. -power link
  427. -passive is very good.
  428.  
  429. Stall: excellent Fire and Water provider
  430. -1/1/2/2 shots for Fire and Water. The Water shot can also apply burn.
  431. -will roll over a full barrier broken enemy.
  432. -a bit of barrier restoration.
  433. -passive is very good.
  434.  
  435. ==3.30==Seiran== (~)
  436. Break and Nuke: mediocre Moon and Earth breaker, Nuke (?)
  437. -1/1/1/3 Moon and Earth elemental layout on spells is kind of underwhelming
  438. -kit full of debuffs for the enemy attack is kind of useless for this game plan
  439. -didn't try the nuke, it looks bad since she doesn't buff herself in any fashion.
  440. -blind support! Maybe when Rumia (??) comes out we can try something with Sunny Milk?
  441.  
  442. Stall: mediocre Moon provider
  443. -one Moon break on each P3 shot.
  444. -kit is very defensive with debuffs.
  445.  
  446. ==3.31==Ringo== (~)
  447. Break and Nuke: mediocre Moon, decent offensive Yang support, Nuke (?)
  448. -1/1/1/3 Moon layout on spells
  449. -lots of buffs, both defensive and offensive, including 6 levels of Yang Attk up!
  450. -the LW looks bad since it is full Yin and she buffs Yang. Didn't try it tho.
  451. -blind breaker but cannot inflict Blind herself...
  452.  
  453. Stall: bad Moon provider
  454. -one Moon break on each P3 shot.
  455. -lots of buffs all around, but you'll only really care about the 3 levels of Yang def. Kind of a bad reason to include her.
  456.  
  457. ==3.32==Reisen (pet)== (~)
  458. Break and Nuke: good Yang, accuracy and speed support
  459. -no real damage source
  460. -3 Yang Attack up.
  461. -the last word has a big accuracy up effect, and she can provide up to 6 Agility up. She is Chen's dream support.
  462. -speed link
  463.  
  464. Stall: desperate-tier neutral damage dealer
  465. -no elements, bad damage
  466. -gives evasion up to the party as well as a few offensive buff
  467.  
  468. ==3.33==Tewi== (~)
  469. Break and Nuke: good Star and Sun breaker, excellent debuffer, barrier status support, nuke (?)
  470. -look at all that Defense down. Also debuffs Evasion.
  471. -3 Star on P2 second spell and 3 Sun on P3 first one
  472. -LW seems strong as it puts even more defense down, couldn't try it.
  473. -can help burn, poison or freeze builds with her skills.
  474.  
  475. Stall: excellent status user
  476. -access to both burn and poison
  477. -freeze and passive are defensive
  478. -no elements, but you don't want to break barriers when you are using poison and burn.
  479.  
  480. ==3.34==Kanako Yasaka== (~)
  481. Break and Nuke: decent Water and Wood breaker, Nuke (?)
  482. -2 Water on the P2 first spell and 2 Wood on the P1 second. That's not a lot, but it's easy to access
  483. -first spell also gives her 1 spirit power
  484. -can buy time with her defensive skills
  485. -LW seems decent and easy to scale but she doesn't provide any offensive buff for herself so you'll have to spoonfeed her.
  486.  
  487. Stall: excellent tank, decent Water and Wood provider
  488. -she is massive. She is the mountain. So many HP!
  489. -sustain passives and defense buffs
  490. -access to focus up on skills and shots
  491. -0/1/2/2 Water and Wood on the shots
  492. -I guess she indeed is a "selfish tank", but can easily rest at 10 levels of focus up so who cares.
  493.  
  494. ==3.35==Suwako Moriya== (~)
  495. Break and Nuke: decent Water breaker, mediocre Metal, Earth and Wood breaker, good Solo Earth-Wood Nuke
  496. -2 Water breaks easily accessed, Earth, Metal and Wood will require some effort
  497. -lots of debuffs
  498. -attack link
  499. -LW easily scales with Yin but needs a bit of support to do crazy damage
  500.  
  501. Stall: decent Water and Earth provider
  502. -Water and Earth on a 0/1/1/2 spread on the shots and she has a skill to gain power.
  503. -kit is very offensive but then again she is not that fragile
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