Medusa/Builds

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Role Summary

Name Best Archetype(s) PVE PVP
PVE PVP Offense Defense Tournament
Medusa.jpg Medusa
Purple Red Teal Purple Yellow A A A A
Pros
  • An Eye for Terror grants Phys Pierce, Null Bind, +50% to her Max HP, +20% to Phys damage, +40% to her hit rate, and +100% to her Critical hit rate. This skill also bestows her with a staggering 6 1HP Endures per battle. Additionally, she reduces the counts of Intimidation received by 1.
  • Her Order Crest: Shudder removes Barrier from all enemies, inflicts Bind (80%), applies 2 counts of Intimidation on all enemies, and finally casts Tarunda and Rakunda for 1 turn. This will happen every other time a new Spirit Chains is applied to an ally or enemy, or every other time Medusa takes any damage.
    • As Order Crests are not Chain Effects, this effect will activate even if Medusa is under Suppression. This means that the enemy team will constantly be under Intimidation and Tarunda, severely crippling the enemy’s offenses (unless they scale off HP or defense).
  • Serpentine Glare is a 200BP skill that also applies Bind (80%) and 2 counts of Intimidation. If it is successful, it will hit the enemy with the lowest current HP an additional 5 times (for a total of 100BP) while also giving her team an additional Press Turn.
    • The follow-up Chain Effect is an effective Endure-breaker, perfect for fighting Danu teams who have members with multiple Endures.
  • Good selection of Awakening skills and panels that decrease the MP cost of her Active, increase her damage and Max HP. The main highlight is P2, which not only gives her an extra 20% chance to inflict ailments, but also makes enemies with any Spirit Chain to deal 25% less damage and have 25% less evasion.
  • Overall, an incredibly effective defensive unit against hyper-offense T1 teams.
Cons
  • A large majority of Meta demons are (often innately) immune to Bind.
  • And most T2 demons (and some T1 demons) don't even use Phys/Mag ATK as their main Attack stat, using HP or their Phys/Mag defenses instead, making Intimidation often pointless against these demons.
    • These two points make Shudder nothing more than an auto-War Cry (for a single turn), which means she may struggle to really make any real use of it against T2/Mid-Range teams that often cover these weaknesses.
Notes
Synergies