Difference between revisions of "Asura Lord M/Builds"

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(Role Summary)
(Role Summary)
 
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*Although he has immense damage reduction and enormous HP, his defensive stats can be easily crippled by [[Spirit Chains of Corrosion]] as he does not reduce any counts.
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*[[Rupture]] in Red has low BP and does not provide Malice or remove Indignation counts, which makes it a rather useless skill.
  
 
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Latest revision as of 10:25, 11 September 2025

Role Summary

Name Best Archetype(s) PVE PVP
PVE PVP Offense Defense Tournament
Asura Lord M.jpg Asura Lord M
Yellow Purple Yellow Purple A S S S
Pros
  • Illuminating Malice grants him Phys Pierce, a 75% boost to his Max HP, Null Mortal/Bind/Charm, and allows all party members to start battle with 2 counts of Fortify right off the bat. Additionally, it reduces the enemy team's Press Turns by 1 and casts Rakukaja+ upon Asura being downed.
  • Just for being alive, he provides his team members a 30% damage reduction effect. However, all party members who have at least 1 count of Fortify will then receive another 30% reduction, amassing into a whopping 60%, the highest AoE damage reduction effect to date.
    • As most meta demons have their own form of damage reduction, this means that levels off 100% DR can easily be accumulated, making his team incredibly hard to take down coupled with his extreme HP pool and defensive buff swing.
  • His Order Crest: Wicked applies 2 counts of Spirit Chains of Indignation on all enemies, and then places 3 counts of Fortify on his party. This Order Crest is extremely easy to activate as it only requires the enemy team to generate one Press Turn Icon, or for them to down 2 of Asura's allies.
    • As many threatening Speedbot and T1 units generate Press Turns (i.e. Shiva M and Lucifer Frost), this usually means Asura's team will start the battle with 5 counts of Fortify and will get the entire enemy team Indignated.
    • Double Indignation counts can easily mean a death sentence to any team not prepared to handle it. Most newer units only reduce counts by 1 (ex: Fionn mac Cumhaill), and some don't at all (ex: Hakumen no Mono), which heavily restricts team building when randoming in PvP. Because of how oppressive this effect is, it has single-handedly ruined the PvP careers of units who generate Press Turns.
    • Indignation can stack with other MP modifying effects such as Hakumen's and Old One's Gloom MP increase penalty. This means that the enemy team will be forced to Normally attack, which can be disastrous for them as Asura naturally Nulls Phys and many Indignation-prone demons have terrible Agility stats (aka Heroine), which will just result in them facing a 2 Press Turn Loss penalty.
  • Although Asura doesn't remove any incoming counts of Indignation himself, he does not care about it as his 2nd passive Deadly Disaster changes his Normal attack to 3 hits of Fractional damage (with a limit of 2000) with Remnants on a single enemy. This is essentially a 6000HP attack that cannot be affected by Intimidation or Indignation, and up to twice per turn, will not consume Press Turn Icons.
    • After this attack, he will place 1 count of Malice on his party and will then proceed to remove 1 count of Indignation affecting each ally which is extremely beneficial in a very likely mirror-match. On top of this, any member with Malice will receive a 40% boost to their damage dealt (won't affect Asura's Fractional damage, though).
  • Power of the God's Enemy in Yellow is a defensive-suited passive that boosts his Max HP even further by 20% and bestows upon him 3 1HP endures. This means that coupled with innate Phys Survivor, he will have 4 endures on hand. On the other hand, Path of Carnage in Purple is an offensive-suited passive that increases the party's damage dealt by 15% and casts Tarukaja+ when a party member downs a demon.
  • Amazing set of panels that offer myriad of effects. Panel 1 provides a 15% boost to his Max HP and 15% reverse damage reduction while all party members have Malice. Panel 2 casts a full defensive buff swing with Rakukaja+ and Tarunda+ when going second and whenever a party member dies. Panel 3 offers yet another 20% HP boost and reduces the Critical rate of incoming attacks by 50%.
Cons
  • Although he has immense damage reduction and enormous HP, his defensive stats can be easily crippled by Spirit Chains of Corrosion as he does not reduce any counts.
  • Rupture in Red has low BP and does not provide Malice or remove Indignation counts, which makes it a rather useless skill.
Notes
Synergies