Pales

From SMT: Dx2 Wiki
Jump to: navigation, search

Stats

Pales.jpg Elemental Resistances
Phys.png

Phys

Fire.png

Fire

Ice.png

Ice

Elec.png

Elec

Force.png

Force

Light.png

Light

Dark.png

Dark

- Weak Repel - - Repel Drain
Info
Rarity Race Grade AI
5★ Vile 83 Support
6★ Stats
HP 1169 (82/360) Vitality 170 (82/360)
Strength 127 (179/360) Agility 92 (334/360)
Magic 192 (100/360) Luck 170 (44/360)
PATK 596 PDEF 580
MATK 733 MDEF 613
Innate Skills
Passive.png Epic Recovery Passive +30% to status ailment auto cure rate.
Passive.png Vile Glare Passive When there are 2 or more Vile/Jaki/Drake demons alive in your party, activates the following Chain Effect at the beginning of a battle if the enemy attacks first:

Reduces ATK of all enemies by 20%. (3 turns) Reduces 1 enemy Press Turn Icon.
When there are 3 or more alive in your party, activates the following additional effect:
Reduces DEF of all enemies by 20%. (3 turns) Reduces 1 enemy Press Turn Icon.

*Only up to 2 Press Turn Icons can be reduced by skills or effects.
Passive.png Cry of the Poor Passive When there are 2 or more Vile/Jaki/Drake demons alive in your party, activates the following Chain Effect at the end of own turn:

Inflicts 15% fractional damage (300 max) on all enemies based on their max HP.
When there are 3 or more alive in your party, activates the following additional effect:

Inflicts 15% fractional damage (300 max) on all enemies based on their max HP.
ArchClear.png
Awaken:
Gacha: -
ArchRed.png
Awaken: Almighty.png Necro Dogma 9 MP Inflicts Almighty (Magic) damage on all enemies with 100 power and increases own parties DEF by 20%. (3 turns)
Gacha: Passive.png Auto-Sukuka Passive Casts Sukukaja at the beginning of the 1st turn.
ArchYellow.png
Awaken: Recovery.png Recarmdra 8 MP Revive All Party Members with full HP, caster dies. (1 use)
Gacha: Passive.png Rallying Survivor Passive +25% to status ailment auto cure rate and HP stops at 1 HP upon receiving the first killing blow.
ArchPurple.png
Awaken: Passive.png Epitome of Illusion Passive +15% to Phys evasion rate. -45% chance of receiving status ailments.
Gacha: Support.png War Dance 6 MP Increases own parties ATK and DEF by 20% for 3 turns.
ArchTeal.png
Awaken: Passive.png Null Fire Passive Adds Fire Null.
Gacha: Almighty.png Rattle 9 MP Inflicts Almighty (Magic) damage with 100 power on All Enemies and reduces all enemy EV/AC by 20% for 3 turns.
Spirit Merge Panel Upgrades
Panel 1 Panel 2 Panel 3
Panel Completion Bonus While the one with this skill is alive, +50% to status ailment auto cure rate of all party members of Vile/Jaki/Drake races. While the one with this skill is alive, +15% to damage dealt by all party members of Vile/Jaki/Drake races. While the one with this skill is alive, -15% to damage received by all party members of Vile/Jaki/Drake races.
Panel Step Stat Bonus HP: +250(MAX) Mag DEF: +150(MAX) HP: +250(MAX)

Availability

Used In Fusions
Link to Fusion Calculator

  • Only available from a banner specific event.
  • Available as a gacha.

Pales/Sword Pales/Shield

  Info   Builds   Lore    


Role Summary

Name Best Archetype(s) PVE PVP Democalypse
PVE PVP Offense Defense Prelim Boss
Pales.jpg Pales
Teal Teal Yellow 2 3 3 1 1
Pros
  • Vile Glare provides Intimidating Stance when paired with another Vile, Drake or Jaki demon. This stacks up to twice, giving you double Intimidating Stance if you run two other partners instead.
  • Cry of the Poor deals Fractional damage at the end of turn, which is useful for cleaning up Endures. If you have three or more Vile/Jaki/Drake demons alive, it will instead of proc twice, letting it break multiple Endures in one go.
  • Unlike other Racial combos, Vile Glare and Cry of the Poor both work even with just 1 other partner, which allows a lot more freedom in team building.
  • Incredible synergy with Vile Demiurge - Demiurge helps to fulfill the Vile requirement, while Pales has three Repel and Drain resistances to complement False God and Supreme Creator.
  • With Panel 1 unlocked and a Rallying Survivor transfer, he can stack up to 85% increased ailment recovery, which means a confirmed Turn 1 recovery from Bind and Charm. This allows him to run a Pseudo-cleric set with a Prayer transfer.
  • Teal patches up his Fire weakness, while Yellow provides him discounted Recarmdra to further support the team.
Cons
  • Weak to Fire, which hurts a lot against Surt A and Atropos.
  • No innate skills means he relies heavily on transfer skills to do anything at all.
  • Very underwhelming without Demiurge.
Notes
  • Part of the Vile Team, together with Pales, Demiurge and Ladon. This combination has Anti-Pierce coverage for every element sans Force, has access to double Intimidating Stance thanks to Pales and is generally very bulky.

PvE Builds

PvP Builds

Archetype(s)

  • Yellow: Discounted Prayer to pair with his high ailment recovery to become a pseudo cleanser
  • Teal: Null Fire to cover his weakness

Skill Transfers

Strong passives to support the anti-pierce playstyle of the Vile team.

Passives:

  • Rallying Survivor: Adds more ailement recovery + endure.
  • Epitome of Endurance: Adds bulk + lowers team speed to ensure Vile Glare triggers as much as possible.
  • Epitome of Fortitude: Adds bulk + crit resistance. Great against physical oriented teams.
  • Null Bind: Protects him from bind so Vile Glare and Cry of the Poor will always trigger.
  • Evade: Provides added evasion to pair with his high Luck.
  • Auto Skills: Provides buff control if needed.
  • Lunar Prosperity/Downfall: Same as the autos but 2 in 1. Lunar is more useful since he is an IS demon.
  • Dodge: Early game/budget option.

Other/Misc. Skills:

  • Enduring Soul/+: Adds survivability
  • Prayer: Great for cleansing due to his high ailment recovery to become a pseudo cleanser while running teal.

Brands

  • Stat priorities: HP%.
  • Life: Adds more bulk to live as long as possible.
  • Lead: Ensures he goes first to cleanse.
  • Ward: Protects him from ailments for 3 turns.
  • Dodge: Pairs well with his P1 + any evasion transfers for a dodge tank build.

Mitama

  1. VIT (20): To boost his HP.
  2. LUK (10): Increases his chances of dodging and recovering from ailments

Build(s)

Ugh. The beast is demonic in nature, very icky, no good.
ArchTeal.png Transferred Skills Notes:

The corner stone of the Vile team core (Demiurge, Echidna and Pales). Granting double IS and buff control on T1, while providing 2 fractional damage hits to clean up any remaining enemy demons. Without Pales, the Vile team loses to strong ailment inflicters/teams. Prayer is transfered as Teal can cover up his weakness. Lead ensures he goes first in the team order so he can cleanse ASAP.

Rallying Survivor Prayer
Infused Mitama
Vi 20 Lu 20
Brands
Life + Lead with HP%
Target Stats
-


  Info   Builds   Lore    

Official Profile

A god or goddess with a donkey head that was worshiped from northern Africa all the way to Rome. The donkey's head has long been a sign of fertility and is often worshiped. His or her (there is some dispute amongst scholars) temple was built on Palatine Hill in Rome. The world "palace" came from this god's name.