Yurlungur

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Stats

Yurlungur.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 Null Resist - - Weak
Info
Rarity Race Grade AI
4★ Snake 70 Support
6★ Stats
HP 1342 (24/407) Vitality 207 (24/407)
Strength 123 (218/407) Agility 162 (114/407)
Magic 104 (298/407) Luck 133 (327/407)
PATK 588 PDEF 619
MATK 548 MDEF 609
Innate Skills
Ailment.png Mahashibaboo 6 MP 30% chance to inflict Bind on All Enemies.
Recovery.png Samrecarm 8 MP Revive a Single Party Member with full HP. (1 use)
Ice.png Mabufula 6 MP Inflicts Ice (Magic) damage with 100 power on All Enemies.
ArchClear.png
Awaken: Passive.png Luck Amp III Passive +15 to Luck.
Gacha: -
ArchRed.png
Awaken: Ice.png Bufudyne 6 MP Inflicts Ice (Magic) damage with 160 power on a Single Enemy.
Gacha: Support.png Acid Breath 6 MP Reduces DEF and EV/AC of All Enemies by 20% for 3 turns.
ArchYellow.png
Awaken: Recovery.png Diarama 6 MP Heals a Single Party Member with 130 power. (9 uses)
Gacha: Recovery.png Recarmdra 8 MP Revive All Party Members with full HP, caster dies. (1 use)
ArchPurple.png
Awaken: Passive.png Null Poison Passive Adds Null Poison.
Gacha: Passive.png Deadly Poison Passive +30% damage to Poisoned enemies.
ArchTeal.png
Awaken: Passive.png Resist Fire Passive Adds Fire Resist.
Gacha: Light.png Mahama 5 MP Inflicts Light (Magic) damage with 80 power on All Enemies.
Spirit Merge Panel Upgrades
Panel 1 Panel 2 Panel 3
Panel Completion Bonus +10% to max HP. -25% to Ice damage received. +15% chance to inflict status ailments.
Panel Step Stat Bonus HP: +150(MAX) Mag ATK: +50(MAX) HP: +150(MAX)

Availability


Yurlungur/Sword Yurlungur/Shield

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Role Summary

Yurlungur is a tanky danger noodle with good speed whose primary role is doing his best. With a support ai and innate Mahashibaboo, Yurlungur is forced to use an ailment build or be largely restricted to manual use. Bind forces demons to do nothing with their turns, deals passive damage with Shionyan, and makes them unable to dodge, making it a valuable utility. Since it is rarely considered the best of the disabling ailments, most demons who can run any ailments effectively (Mother Harlot, Alilat, Samael, Skadi, Kudlak, etc.) would rather be using a different one, meaning that the viability of bind users is harder to gauge, since its competition can often be put on the same team with no conflicts. Since Yurlungur also offers Samrecarm utility, we can ignore all demons who would lack the room to use it, a bind skill, and cover their weaknesses at the same time. (Since this would give Yurlungur a niche they don't have) It's also not wise to rely on non-support ai for ailments, (for sake of auto-battle or pvp defense) so otherwise good ailment users without a support ai like Anubis are excluded. This leaves Alilat, Isis and Mothman as Yurlungur's competition.

Isis has 15 extra luck compared to Yurlungur (and innate Mahamakajam, for better or worse) but 69 less vitality. If we add decent bulk to the list of qualifiers, (which is important for both ailment and Samrecarm users!) we can reasonably exclude Isis.

Below is a table with the stat differences between Alilat, Mothman and Yurlungur.

Stat Alilat compared to Yurlungur Alilat Yurlungur Mothman Mothman compared to Yurlungur
Strength -73 50 123 108 -15
Magic +66 170 104 89 -15
Vitality -26 181 207 196 -11
Agility -12 145 157 154 -3
Luck +48 181 133 136 +3

As you can see, Yurlungur has superior Vitality and Agility, but is lacking in luck, the most important stat for an ailment user. Alilat has a greater offensive presence, but that isn't particularly important for an ailment user, since they will spend much of their turns and mana inflicting ailments. At first glance Mothman may seem like he only has three luck over Yurlungur, but his purple archetype gives him access to insanity, giving him the equivalent of a luck stat of 176. The only way for Yurlungur to make up the difference between these two is with the insanity skill in his transfer slots, as Alilat cannot run it without giving up either his ailment or Samrecarm, and Mothman already has it (and can't run Madness while covering his weakness and running Samrecarm) Below is a table of ailment chances under these conditions.

Stat Alilat compared to Yurlungur Alilat Yurlungur with insanity Mothman Mothman compared to Yurlungur
Ailment Chance +3.5 90.5 86.5 88 +1.5

With a difference of less than 4% and stats better suited to the job, (along with more nulls/resistances after covering both weaknesses) Yurlungur becomes a viable option with extremely heavy investment, performing well in his narrow role of tanky Bind+Samrecarm user with no weaknesses.


Name Best Archetype(s) PVE PVP Democalypse
PVE PVP Offense Defense Prelim Boss
Yurlungur.jpg Yurlungur
Teal Teal 2 2 2 1 1
Pros
  • Great VIT Stat/Decent AGI
  • Good candidate for Muscle Punch when he isn't supporting.
  • Has two innate support skills
  • "A tanky danger noodle"
Cons
  • Bad offensive stats outside of using Muscle Punch.
  • Below average luk making him not the best at hitting his Mashibaboo.
  • Two weaknesses and both are bad ones to have so he'll need to cover them unless paired with Orcus.
  • Only one decent awaken skill that being Resist Fire in Teal.
Notes

The One True Build

Slot Skill
Innate Mahashibaboo
Innate Samrecarm
Innate Mabufula
Archetype Resist Fire (Teal)
Transfer Slot Resist Dark
Transfer Slot Insanity/Madness

PvE Builds

PvP Builds

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Official Profile

A great copper snake from Murngin lore. As a god of harvest he controls the weather. He resides in a holy pond filled with rainbow-colored water giving him the name "Rainbow Serpent".