I don't bother to choose between the two of them. I use both Alpinia and Kerria on my raid boss killing team.
I don't bother to choose between the two of them. I use both Alpinia and Kerria on my raid boss killing team.
I don't have Alpinia but I do have Kerria so she gets to star on my raid boss team. I've only seriously fought one of the 'super' raid bosses for this event so far (an ally had a level 90 alive with around 7.4 million HP and 25 minutes left on its timer) and by the time it was dead Kerria and Cherry were the only ones left standing.
Nutaku and DMM IGN: Tomitain
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Nutaku Flower Knight Girl ID: 610834201 (inactive)
DMM FKG ID: 106750967
DMM FKG Allies: 109/123
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DMM Girls Symphony ID: 34644951 (inactive)
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Nutaku Mist Train Girls ID: 3355988
DMM MTG ID: MSTL0Q45K5E9
MTG Allies: 31/50 (Nutaku), 11/50 (DMM)
yeah, most of da time, it's Kerria, the lone survivor
bums me out since I don't max ampy her coz she ain't got pink hair for my bubblegum rainbow team LOL
Nutaku: July 2016 | Flower Knight Girl: 835228859 | DMM: 646263953 飢えたハンター
Plays Flower Knight Girl, Aigis, Kamihime
Dropped Harem Heroes. Staff deleted my nice reason for not spending $.
Signature made by Myrdin
Alpinia squad typically needs at least 3 debuffers for her to defeat a raid boss by herself, Kerria only needs 2. Using Both Alpinia and Kerria lets you use Sakura though. Taunt ability on both Alpinia and Kerria of course so everyone else can deal as much damage as possible before retreating.
Why would you use Taunt on Kerria? I mean, sure she's a beastly tank, but her life drain takes her out of the "be the first to die role so other units can deal damage" since she'll most likely be the last standing anyways (and will always do more damage as a result); Recovery Boost flat out enhances the one thing that makes her so powerful (her bloomed ability of dealing extra damage with higher health benefits from the extended health pool from Recovery Boost as well which then makes her life drain heal more) and helps cover gaps in her dodging.
A similar argument for Alpinia: I get that the counterattacking makes Taunt look attractive, but the only mitigation Alpinia has is her life drain and it just isn't enough without being able to dodge; she needs other party members to take hits in order for her to heal more than she receives (which is why she tends to collapse not too long after everyone else dies).
What I'm using for Raid Bosses: Black Bacarra, Nerine, Cherry, Sakura, Kerria. I don't even bother making other parties.
Skill activation: 1.6 (Kerria: 57.6% to use skill which deals around 100k damage, healing for 10% of damage dealt)
Def Bonus: 72% (Kerria and two others)
Damage Reduction: 12.3%
Enemy ATK penalty: -15%
ATK bonus: 130%-220% (Kerria gets a minimum of 130%; if she gets the random boost from BB and Cherry the total is 220%)
Bonus damage: 15% (+Kerria's bloom ability: +1%-62.5%@max 125% health)
Dodge: (Kerria: 80% for first two turns, then 50% thereafter)
Even without the extra boost from BB and Cherry, Kerria still performs obscenely well. That said, I haven't been able to fight the super RB (Sibling Caterpillers) yet, but worst case scenario I'd just have to add more teams.
edit: Apparently, I just got lucky with getting RBs weak against Slice. Kerria went up against a L90 weak to Hit and ended up timing out after 9.2M damage. Not quite as OP as I thought when I wrote this.
Last edited by Taon; 06-13-2018 at 10:24 PM.
This is good...Finally a challenge and a testing ground the next couple weeks
I have never had either Kerria nor Cherry die yet on 6* 65% debuff team. Trying to find combo that keeps more than two alive for more damage before timeout. Every alteration (taking debuff down to 50% with Alpinia and Flowering Peach and Cyrtanthus) gets Cherry killed. (wishing I had IVY new year right now)
Yes Kerria gets Recovery Boost