The seventh Skill Checker-kun has arrived. Basic info on how shit works:

Skill Checker-kun (main body):
Element: Your chosen element
Def: 10
Debuff resistance: Normal
Has a Rage bar, but only used for Rage and Stun punisher abilities (~4.5m HP per phase).
No Overdrives.
Immune to Paralyze, Charm and Madness (Cthulhu's Charm)
Has ~66% elemental resistance against all but elemental weakness.
Trigger: On turns 5, 8 and 11: All Atk+ (stacks) (cannot be Dispelled), Dbl+ (stacks) and Trpl+ (stacks)

Skill Checker-chan (alpha at top, beta at bottom):
Element: Phantom
Def: 20 (will take half damage!)
Debuff resistance: Normal
No Rage bar.
2t Overdrive: All damage (with no debuffs: ~300 no buffs, ~900 1 stack, ~2200 2 stacks, ~5000 full stacks)
Immune to Paralyze, Charm, Madness (Cthulhu's Charm) and... BP?
Has ~66% elemental resistance against all but main body's weakness.
Trigger: When attacked AND target isn't buffed with a Skill Checker-chan buff: Give enemy party Vigor (B frame +30%?)(alpha) / Counterattack (+?%)(beta) 3t (effectively 2t) (takes priority over Overdrive!)

Okay, where do I begin?
Well, you should be attacking the main body most of the time, since the adds have high def.

With massive damage cut being applied to non-elemental advantage teams, you will need to use all six elements. Honestly, my Light team is so bad that I could probably outdamage it with my Thunder/Water, if it wasn't for the fact that ~66% elemental resistance also makes Skill Checker-kun immune to debuffs when off-element. So, -66% damage reduction AND no debuffs? Yeah, even my awful, awful Light team will need to make do this time around. Also, to my understanding this resistance will be applied to all Skill Checker-kun events from now on.

If you don't manipulate the adds with Orb eats, they will deal ~17k AoE damage to your party over the fight, with most of it being on turn 12. You can significantly reduce this by attacking one add or by using attack debuffs/damage cuts. Just remember that they - and the main body! - will also be normal attacking every turn. The normal attacks are fairly devastating when fully buffed, as a triple attack from anyone will be about 12k-15k single target damage (if no debuffs/damage cuts are used) - this happening three times per turn is very deadly.

Attacking the adds will net you a HUGE buff, assuming that such a buff already isn't applied. Make sure to get these buffs especially before Full Bursts! Note that Skill Checker-chan alpha's Vigor will stack with yours! Also remember that Vigor is already only half as efficient at 83% HP. I don't know where the cut-off point is for using Vigor (from top) or Counterattack (from bottom).

Oddly enough, while they're all immune to Charm and Paralyze, they probably aren't to Flame Bind (Suzaku), Sleep (Hades) and Restraint (no real Hime have this). This probably will have no real impact on the fight, though.


No idea on what the basic tactic and break-through Hime/Souls will be for this event. I am assuming Yori since Full Burst Bonus is AoE damage, and I guess debuffers mixed with AoE damage dealers will be the Hime. Summer Cybele can do both, so I assume she will be core for Water. Still, I bet that Light will just dominate the high scores since Michael is just OP OP OP in a 14 turn fight.

But maybe perhaps Calder (or somebody else!) would like to enlighten us teams for all elements?