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  1. #5
    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 06:39 PM.

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