|HP||1342 (10/265)||Vitality||207 (10/265)|
|Strength||123 (148/265)||Agility||162 (51/265)|
|Magic||104 (206/265)||Luck||133 (188/265)|
Mahashibaboo 6 MP 30% chance to inflict Bind on All Enemies.
Samarecarm 8 MP Revive a Single Party Member with full HP. (1 use)
Mabufula 6 MP Inflicts Ice (Magic) damage with 100 power on All Enemies.
Awaken: Luck Amp III Passive +15 to Luck.Gacha: -
Awaken: Bufudyne 6 MP Inflicts Ice (Magic) damage with 160 power on a Single Enemy.
Gacha: Acid Breath 6 MP Reduces DEF and EV/AC of All Enemies by 20% for 3 turns.
Awaken: Diarama 6 MP Heals a Single Party Member with 130 power. (9 uses)
Gacha: Recarmdra 8 MP Revive All Party Members with full HP, caster dies. (1 use)
Awaken: Null Poison Passive Adds Null Poison.
Gacha: Deadly Poison Passive +30% damage to Poisoned enemies.
Awaken: Resist Fire Passive Adds Fire Resist.
Gacha: Mahama 5 MP Inflicts Light (Magic) damage with 80 power on All Enemies.
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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|
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|
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.
The One True Build
|Archetype||Resist Fire (Teal)|
|Transfer Slot||Resist Dark|
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".