| Pros |
- Monstrous defense with +70% built in Max HP, and a one-time endure. With built in ailment immunity (with the exclusion of Charm), this makes him hard to take down.
- Ounomori Giant doubles down his defense as it gifts a flat +500 to PDEF party-wide aura while simultaneously adding Null Weak/Poison/Curse to his party.
- This protects him against a mirror-match, counters Hathor A’s ailments and reverse damage reduction, and denies Wrath 14 Arioch’s punishing counter effect.
- This is especially great for Heroine teams as it greatly increases their survivability odds against Physical T1 teams.
- At the start of every own turn, he will lower all enemies Phys/Elec Attribute Affinities by 3 levels each for 1 turn, letting his party continuously exploit weaknesses.
- This is particularly important in Wrath 14, as Phys is one of the needed types to damage Arioch.
- Whenever an enemy gets ailmented, Oumitsunu will immediately follow up with a hard hitting AoE that places Oumitsunu into a state of Charge. This effect can activate up to twice per turn, chaining into extreme damage into enemies.
- Izumo Might and all his Chain Effects perfectly scale with PDEF, allowing him to simultaneously build up his bulk and damage. His active will have a chance to inflict Curse/Weak/Poison, perfect for building damage boosters in Wrath 13 or for activating his own Chain Effect.
- Additionally, his active will send his party into a state of Might, letting Physical hits do extra damage in Wrath.
- Good selection of awakening skills, with Earth-Shaking Fist in Red providing a tool for Deceit 14, Auto-Debilitate in Yellow for buff control, Teal to cover his weakness, and arguably his best, God of the Raging Land in Purple which endows him with another +500 PDEF boost alongside a +15% Physical damage boost.
- Great, but not mandatory panels. P2 is the main highlight as it gives Oumitsunu yet another +500 to PDEF boost, while lowering enemy auto cure rate by 25% for Poison/Curse/Weak.
- This is especially great for Wrath 13, as there’s a chance that Curse will carry on onto the next turn and you won’t have to waste a turn applying it.
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