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  1. #1

    Best SSR mono teams? What's the best for each element?

    I have been playing Kamihime project for a few years and left and the last few months I came back and since then the game has literally been throwing a certain type of SSR at me, so I made it my main. However in terms of element teams I haven't actually seen a thread that discusses the best SSR mono teams and/or alternatives till you get them. So if anyone with knowledge far greater then my own, could someone explain what are the best SSR's to work towards in forming really solid teams?

    I'll post my SSR teams that I have currently but start with my main 1st:

    Water:
    Hercules with soul weapon 2star, Shiva Aw, Poseidon Aw, Nike Unleashed, Asherah, Subs: surfing beast Cybele, Ryu-oh

    This is by far my best team and according to DFD, (dark frozen depths) All i'm missing is Aphrodite which is meta, but im also working towards getting Vohu Manah to replace Cybele.

    Fire:
    Andromeda with soul weapon, Ares, mars, Uriel Aw, Svarog, sub: Vahagn
    This is my second team I'm planning to make as a secondary main with 2 units left to awaken, I heard Uriel and Svarog are a very good combo together and I'm hoping to get Acala in future as she looks extremely powerful.

    I currently don't have enough Holy SP to get shingen as of yet and fire team is really lacking in terms of healers apart from Mid summer sun Sol and the SR brynhildr. So I switched from Herc to Andromeda to support it.

    But I'm curious, whats meta for this team? I'd really like to work towards it.

    Lightening:
    Herc, Brahma, thor, tyr, ymir subs: Raiko, Justitia.
    4 can be awakened but missing Dian Cecht as the healer. Have no idea whats meta for this team. Tips?

    Wind:
    Herc, Christmas Sol, Gaia, Cu Chulainn, Hastur subs: Arianrod, Set and Aether as a spare.

    Again no ideas on what's the best for wind.

    I won't go into Light and Dark for myself as I only have a few good units for either team and Both are massively missing the rest. But if anyone wants to let ppl what the best is for either element, please by all means feel free as I hope this thread actually helps newer players as they maybe curious as to what's good and what's not.

    Thanks all and merry christmas \o/


  2. #2

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    Quote Originally Posted by Valentine View Post
    What's the best for each element?
    The thing is, Kamihime is a game where you play with what you have.

    Technically, you can say that there's an optional team for everything, but as things we keep getting more and more powerful Hime, these teams vary a lot depending on content. Since in some content, some Hime reign supreme and some don't. But, only the whaliest of whales can get to a point where they can do ALL the teams, so talking about such teams is... quite pointless.

    There is a generic team (or even teams) for each element which handle all content okay, but... is there a point in listing even those? It would probably be a better idea to just name the exceptional Hime of each element - any team built around them will do just fine. But nobody has bothered to make such lists, mostly because they're extremely difficult to make objective even in a vacuum - and then you have to consider the different kinds of content. I doubt anyone will really make such lists.
    Quote Originally Posted by Valentine View Post
    -- and according to DFD, (dark frozen depths) --
    For your own good, you should forget everything this guy has ever said. He has absolutely no idea what he is talking about. He used to post here with the name MagicSpice, and is banned for life.

  3. #3
    Quote Originally Posted by Valentine View Post
    according to DFD, (dark frozen depths) All i'm missing is Aphrodite which is meta.
    Even if a hime is considered meta, you have to compare her with your himes to see if she really is better. Both Nike Unleashed and Poseidon Awakened are more than a match for Aphrodite:

    1) Nike's heal is 300 HP higher, her cooldown 1 turn shorter and she has a buff burst effect (3-Turn all allies 20% Water Attack up) while Aphrodite has none.

    2) Aphrodite's cleanse ability is useless if the enemy does not cast afflictions and, if it does, you can use either Maiden's Prayer as your soul's extra ability or Poseidon AW's who has affliction block and whose 4T fire resist and 20% all allies defense up conditional passive prevent the loss of as much if not more HP than Aphrodite can heal.

    3) Aphrodite TA up ability is unique amongst the three, but she lacks Nike and Poseidon's strong debuffs which can be more useful. Furthermore, Nike matches it with her attack/defense B-Frame buff that both complements and stacks with Shiva's and Asherah's A-Frame attack buffs.
    Last edited by Yukichi; 12-23-2019 at 02:48 PM.

  4. #4
    Quote Originally Posted by Valentine View Post
    Wind:
    Herc, Christmas Sol, Gaia, Cu Chulainn, Hastur subs: Arianrod, Set and Aether as a spare.

    Again no ideas on what's the best for wind.
    Azazel AW. Every wind main needs her. Also, not sure why no one seems to like Aether, the dmg you get from her is pretty awesome imo. For future releases, keep an eye out for wind Atum.

    Quote Originally Posted by Slashley View Post
    I doubt anyone will really make such lists.
    I'll make one, only for light though.

    Disclaimer: meta is constantly changing, so eventually this information will go stale. Other than light Baal who's limited, light doesn't get any more new himes until like next August and next December though, so this should be good for a while. All of the following is also my personal opinion but I've play-tested every single light SSR currently on taco except light Satan, light Nike and light Hastur, so I'm not completely talking out of my backside here. However, things will be tainted by my personal bias - I like to AAB and when I'm not AAB-ing, I'm usually either snatching or in raids that drag on for a long time, so I probably value defensive himes much more than other light mains. So, only consider this an extra (perhaps anomalous) data point.

    Core
    • Mike AW - every serious light main needs her - 20 BG gain for whole team every time she bursts; how broken she gets depends on how fast the rest of the team is, so, seriously broken with a fast modern light team
    • Eros (soon to be AW) - technically not core yet, but her AW should be out in a couple months or so, so might as well start hyping her up - affliction absorption - which gives 20 BG when it blocks an affliction - Eros can recast it on burst, so effectively it works like 20 BG gain every time she bursts when fighting against stuff that debuffs (i.e. another Mike AW for most rags/guards); also don't underestimate her barrier, especially if you have vigor in your grid
    • Sol AW - if you never bring your own heal or you never find yourself in a raid that last more than like 10T or so, just ignore her, otherwise she's still core imo; Atum can work in some situations, but not as versatile as Sol, who also cleanses, dispels

    Mtix worthy
    • Iris - 30% elemental def down, strong nuke, fast, some rng but generally very OP if you hit 3T burst cycle
    • Tishtrya - 50% TA buff with atk and crit on top on 5/3 CD - basically alleviates burst bottleneck for two himes; also has 15% B frame atk/def/resist down and single target full heal making her one of the most versatile light SSR
      • Note that for ppl that are willing to invest bricks into light, Tish lance is one of the most sought-after light weapons
    • Lugh - 20% C frame def down, not going to explain her full mechanics here, but basically if you pair her with a healer and use her right, she's literally the fastest hime in the game and dishes out ridiculous amount of dmg from burst and from her red abilities
    • Note that you really only need two of Iris/Tish/Lugh to make a really good team. Which one is better depends on what you're fighting and how you're fighting:
      • On AAB, it's Iris > Tish > Lugh
      • On manual Lugh > Iris > Tish (assuming you can keep Lugh alive)
      • If you're using a slow soul and/or not hitting 3T bursts consistently: Tish > Lugh > Iris (this ranking is probably the most controversial but if you use Tish's TA buffs on the burst bottlenecks, the buffs, the DATA and more frequent bursts should more than make up for Tish's lack of nukes)

    Other fast and good but probably not mtix worthy himes
    • Vishnu - faster than Iris and almost as fast as Lugh, very AAB-friendly, and hits incredibly hard if you stack her buffs up; no team buffs or debuffs though and is very weak against enemies with DoT
      • Note that for ppl that are willing to invest bricks into light, Vishnu's wheel is one of the most sought-after light weapons
    • Artemis - A frame def down, nukes, AAB-friendly; buffed version is pretty fast and can stand in for one of Iris/Tish/Lugh
    • Takeminakata - a little tricky to master but is an extremely versatile hime that can hit incredibly hard but can't do so consistently; brokenly OP for beginners due to fixed dmg echo burst - every advent rag is a cakewalk with Take

    Other slow but good but probably not mtix worthy himes
    • Atum - single target heals and buffs, has some niche but brokenly good uses - pairs well with Lugh and Solomon; needs heal accessories to unleash her full heal potential
    • Light Athena - your only source of SSR dmg cut (well, excluding light Baal, who's limited) - re-balanced Athena is very nice and is actually pretty AAB-friendly; pairs well with Vishnu
    • Raphael AW - seems like nobody likes her, but she's like the best staller in the game - she's particularly useful if you're a mono element light main 'cos things like FUlt and in future Och can be a pain if you don't have BP; most effective when paired with either dmg cut and/or heal or when you just need a couple extra turns to get another FB in

    Other non-limited himes
    • Metatron AW - light's only SSR instant burst, good as first sub; also good for single turn dummies as she can increase her burst cap to 4M, takes 9T to wind her up though
    • Shamash - intercept and orb eat on burst; intercept only works on normal attacks, making her less useful in late game; orb eat is still very useful though
      • Note that while Shamash's book is worth bricking on paper, I strongly recommend bricking Tish lances and Vishnu wheels instead as light arcane grid is one of the hardest to build but loses to glaive grid in dmg under proper usage, and also loses to lance grid in utility (and possibly dmg, too, depending on the exact setup)
    • Frey - rage punisher - you'll need to worry about burst caps even with a bad grid if you use her, but her CD is too long; Frey has echo burst though, so she basically gets a no-clicking nuke on burst, which is pretty nice in a fast team; will get an AW eventually
    • Light Tsuku - got power-creeped to death by Iris, Lugh and re-balanced Arty for the debuff/attacker role
      • Also, total personal bias here but I feel obligated to defend Tsuku's honor a bit 'cos she was one of my first light SSRs and we cleared every GO 20/20 together back in the days when I was running Barong as main with like a 45k-ish power grid - Tsuku is not a bad hime, she is beginner friendly, is very good for solo content where blind is still useful like those old GOs with mobs, and you still need her to hit def down cap if you don't have Iris or Lugh, and she is cute
      • I'm still holding out hope that she gets another rebalance or gets an AW so that she will shine again one day

    Quick comments on limited himes
    • Light Satan - bad, no utility and not fast enough to warrant a spot in a modern light team
    • Light Nike - used to be good but no longer - modern light teams can hit 2-3T burst cycles without waiting 11T for Nike's back-to-back FB
    • Michiru - she's ok, she is sort of fast, can hit sort of hard and can sort of heal, but doesn't do anything good enough or bring any special utility so it's hard to clear a spot for her
    • Light Hastur - don't have her on any of my accounts, so can't get a feel for how hard she nukes, but she is slow, and usually you don't want more than 1 slow hime on a light team, and that slow hime spot usually goes to utility one like Sol for me

    Future releases
    • Light Baal (limited) - C frame atk down, TA, dmg cut and small but no-click team-wide BG gain on DATA - pretty good imo but doesn't really cover anything that other SSRs do not and her cut doesn't stack with light Athena's unfortunately
    • Light Kingu - B frame AoE debuffs with some interesting token mechanics - but seems unremarkable overall
    • Light Shiva - has some speed, nukes, team-wide vigor buff that is slightly higher than TAphro - sounds really good to me as light lacks strong team-wide buffs

    Quick notes on light team building
    • Light teams rely heavily on synergy such that a team of himes that seem unremarkable when used on their own becomes completely OP when used together; I've pointed out some common pairings above
    • A lot of light SSRs' power comes from burst effects, so you should aim for 3T burst cycles since most SSRs' burst effects only last 2-3 turns - usually this can be accomplished with Mike AW + 2 fast SSRs, your last slot can be slow like Sol or Atum or something and you should still be able to hit 3T bursts
    • Shingen MEX the BG gain skill is the preferred soul setup for most light mains as bursting fast is the key to bursting fast for light (no, it's not tautological) - how much BG Mike AW and Eros AW give depends on how frequently they burst; Shingen's soul weapons, Arty, Iris and Lugh's speed are also partly dependent on how fast they burst; so literally bursting fast makes you burst even faster - 1+1>2 type thing
    • Before someone calls me out on it, yes I usually use Hercules with a team of slowpokes instead of what I just suggested above, but that's 'cos I'm not optimizing for dmg - I usually prefer AAB stability since I'm too lazy to manual raids
    Last edited by dreamlitz; 12-24-2019 at 08:57 AM. Reason: incorporated feedback from other players

  5. #5
    I'll post Thunder:

    Core: (right now)

    RaikoAW, MardukAW, Dian Cecht, and Thunder Aphrodite. Raiko's awakening is soonTM, but once it happens her damage reduction ability extends to 2 turns (from 1) and gets 2 turn reduction on cooldown on burst. Dian has potions and a group heal and recover affliction and all skills recover on burst, Marduk has fortress (upgraded team-wide barrier), A-frame attack up and burst-up skill, and Taphro has team wide vigor. All of these himes are core and miracle ticketable. Taphro is the hardest to get, but should be available on the next limited hime ticket.

    Optional Himes:
    BaalU, Jupiter, and Nuwa (right now). All of these are great himes and can substitute on the team above as needed. BaalU has a -30% thunder resist down, Jupiter is a top tier stun punisher and Nuwa has B frame debuff, team rampage and team burst damage/critical up. Of these himes, Nuwa is definitely miracle ticketable, but is most effective in water raids. I personally wouldn't ticket Jupiter or BaalU, but would use as needed.

    Awesome high attack Himes:

    Tyr and Brahma. Both are awesome high damage himes that don't have any team wide buffs. They are best awakened and work well in any team, but aren't considered core.



    Dejnov.
    Last edited by Dejnov; 12-23-2019 at 04:47 PM.

  6. #6
    ty for replying on the water team. It really helps as I've been considering other options and honestly if this is the case I think I definetly going for Vohu manah or Cthulu would be a better viable option for my team.

    I honestly heard Cthulu was bad but then again, every video I'm checking or researching, they have Cthulu on their water teams.

    With my fire team I may still go for Acala in the future but Amaretsu would be a fine addition I think

  7. #7
    Quote Originally Posted by Valentine View Post
    I honestly heard Cthulu was bad but then again, every video I'm checking or researching, they have Cthulu on their water teams.
    Cthulhu is similar to Ryu-Oh with both an attack and defense debuff, a stall ability, but longer ability cooldowns and a low afflication rate. That's why Vohu Manah is likely to be a better choice.

    Cthulhu is now awakenable and gains an interesting new stall ability. Her 3rd ability originally casts dizziness, which can result in an enemy taking no action on its turn. Once awakened, it changes to frenzy which has the added effect of removing all of the enemy active overdrive charge turn orbs when it triggers. Futhermore, her additional passive gives her guaranteed double or triple attacks if the enemy is afflicted with it, "which will also help with burst gauge increase". However, "it is said to have a very low activation rate". Her other awakened features are a burst effect that grants her an improved affliction rate for 3 turns and that her other overdrive charge orb remover ability now also adds 20 Burst gauge to all allies.

    Quote Originally Posted by Valentine View Post
    With my fire team I may still go for Acala in the future but Amaretsu would be a fine addition I think
    I thought so too about Amaterasu when I got her. The thing is that, by default, wind enemies are very resistant to debuffs, so useless against them most of the time, which leaves Amaterasu with a 3 turn regen and 20% def buff only. She's good for teams against the wind guardian who is very easily afflicted, but not otherwise.

    As for Acala, even though she is awakanable and very high powered, her abilities and passive depend on the enemy being in rage mode. Youkai Empress (Fire) Mammon would generally be a better choice for an offensive hime: Her 1st ability increases her burst gauge by 15 every 2 turns and "increases her whip heat level" which in turn increases her attack power with her passive ability, as well as the damage dealt by her 3rd ability. Her 2nd ability gives her a critical hit probability for 3T with a fair cooldown of 6 turns. Her damage ability also has that cooldown time.
    Last edited by Yukichi; 12-23-2019 at 07:39 PM.

  8. #8
    It seems OP wants a generic, good for most content, team for each element.

    For water, the duo of Ryu-Oh and Vohu Manah would be everything you need for debuffs (-50% Def and, against Fire, -50% Atk; also a BP). I find it odd the duo isn't more recommended, but maybe is it because they make the likes of Snow Raphael, Cthulhu, Nike Unleashed, Water Cybele, with their Def debuff, less necessary? Then I'd round the team with Shiva (AW) and either Asherah or Ea (AW) for easier content, and Februus, Poseidon (AW) or Aphrodite against harder ones...

  9. #9
    Dejnovs thunder team confused me, but maybe im just not making best team of that element. Seems they'll be really good for content where u need to survive for long periods though.

    My opinion Fire: Uriel A, Vahagn, svarog A, BF amon.
    Imo fire is all about fast burst, and as my current team, it makes herc the bottleneck for how fast it can go.
    Vahagn is not to be underrated here, as she gives herself 5 turns vigor and guaranteed triple attack, making urielA legit the only thing faster than her that doesnt instafill their gauge.
    BF amon makes the team faster(20 bg to team), gives a little survivability (20% 3t dmg cut), and gives 20% atk, AND 50% elemental atk (3t each), to the whole team. Combined with stacks of svarogs atk buff, vahagns vigor boost + uriel and her burst dmg buffs, get shitloads of damage.

    Again only my opinion on the ideal fire team. Mtix worthy is fire frey, because she packs 30% fire res down, and is also very fast, with the ability to ramp up her own burst damage.

  10. #10
    About fire - Yama aw is a core hime too because a lot of wind content is debuff resistant, and Yama says "resistance? what is this word mean?". Actualy my team after her aw had a chance to fail wind ulti solo aab from about 30% to 0 with the same grid.
    Water - Vohu is #1, then Ctulhu aw as control/debuff, Shiva aw/Lakshmi as dd (Lakshmi deals more damage, but suicidal, Shiva lives longer and buffs a team, but Lakshmi still outdamages her even including her buff ). All heals are not a top tier so think about Asclepius in some situations. Ruy-oh is worse version of Ctulhu aw, Asherath aw is strong, but not a core, don't use her with Shiva (or play manualy and do their buffs separately).
    Wind - Azzy aw seems to be a #1. Frigg is a core too. Good damagers are QB and CC aw. Arianrod is a goddess of UE because paralyze and is good elsewhere too, just cast s3-s2 before AAB. If your team is already fast - Aether is great buffer. Gaja is strong, but situational - she deals not much damage, but is very useful on hard battles if you play manualy. Oh, and don't forget about Hastur aw, that will be not so soon - she is strong too (idk is she a core or not).
    Top wind soul seems to be t4 Shingen.
    Kamihime ID: 4800544, wind (Hrae included)//frozen
    Nutaku FKG ID: 375715584
    DMM FKG ID :922767212
    DMM Kamihime:4201976 - Hrae, Kirin, Cerberus

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