Difference between revisions of "User:Suffers"
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===My reasons for the rankings (WIP)=== | ===My reasons for the rankings (WIP)=== | ||
* {{DemonIconBeta|Masakado A}}Herokado Turn-1: ZOOM!! The definition of speed and/or power. Herokado's Extra Press Turn means more opportunities for the team to fuck stuff up. Extremely explosive damage potential when high damage dealers such as ShivA, Anat, BGuts, etc. are used. With good brands and proper buff control, they can decimate all, if not most teams they face. Hyper fast variants with 3 speedsters hard counter T1 teams planning to do randoms, either a sweeper (commonly Anat) or Angra is used. Angra made their Ulice and sisters matchup a lot more manageable, plus his 16 Scourges provide tons of chip damage before sweepers get to nuke the enemy team, ensuring kills (Although Daisoujou can cast mute on any enemy inflicted with charm from Scourges, so they'll have to be careful). Hres and Srao allow them to extend their attacks past their press turns meaning a team kill will happen before any powwerful enemy passive can activate. (e.g. Peach of immortality or Twilight inferno). Anti-Midrange variants can cuck any anti-pierce variants with powerful ST nukers to kill Atav/Demi so that their teammates can fire off their attacks freely. However, if they aren't able to kill turn 1, they're fragility shows and will most likely lose. When built correctly and with good brands they can beat most teams they face. In short, Herokado T1 dominates teams who aren't able to keep up and are unable to survive their intense waves of attacks backed up by offensive buffs. | * {{DemonIconBeta|Masakado A}}Herokado Turn-1: ZOOM!! The definition of speed and/or power. Herokado's Extra Press Turn means more opportunities for the team to fuck stuff up. Extremely explosive damage potential when high damage dealers such as ShivA, Anat, BGuts, etc. are used. With good brands and proper buff control, they can decimate all, if not most teams they face. Hyper fast variants with 3 speedsters hard counter T1 teams planning to do randoms, either a sweeper (commonly Anat) or Angra is used. Angra made their Ulice and sisters matchup a lot more manageable, plus his 16 Scourges provide tons of chip damage before sweepers get to nuke the enemy team, ensuring kills (Although Daisoujou can cast mute on any enemy inflicted with charm from Scourges, so they'll have to be careful). Hres and Srao allow them to extend their attacks past their press turns meaning a team kill will happen before any powwerful enemy passive can activate. (e.g. Peach of immortality or Twilight inferno). Anti-Midrange variants can cuck any anti-pierce variants with powerful ST nukers to kill Atav/Demi so that their teammates can fire off their attacks freely. However, if they aren't able to kill turn 1, they're fragility shows and will most likely lose. When built correctly and with good brands they can beat most teams they face. In short, Herokado T1 dominates teams who aren't able to keep up and are unable to survive their intense waves of attacks backed up by offensive buffs. | ||
− | * {{DemonIconBeta|Atavaka}}Repel: Noooo you can't just stop my pierce! Hahaha Repel Pierce goes Brrr. The more balanced approach to current pvp meta. Atavaka enables all repels to not be pierced which are very common nowadays (even though pierce shouldn't actually bypass pierce in normal SMT circumstances lol) and has the incredible Intimidating Stance in purple. But the key to this team's success are Angra Mainyu and SurtA bringing both Elec and Fire repel respectively, which are 2 of the most common attacking elements besides Phys. Angra allows the team to stave off Passionate Rage from Atropos, blocking the 1st Elec aoe thus preventing the 2nd Fire aoe from activating. SurtA holds Fire repel blocking off powerful Fire aoes like Aztec Pulse from QuetzA and Uriel's Sunrise and God's Fire, as well as opposing SurtA. He also holds IS in purple forming a double stance core with Atav making Repel teams a double IS team as well. Besides from SurtA, Vairocana also fulfils the same role but repels Light as well easing the Archangels matchup more. Vairo neutralizes all team debuffs and enemy buffs allowing the team to manipulate buff control in their favor as well as being a source of Almighty damage to bypass opposing anti-pierce teams. Teal Skull Knight fulfils the role of the Repel Phys user and has Almighty Phys Revive Seal meaning no Sister nor Repel/Drain user is gonna stay alive. Xi Wangmu is often paired to give the team longevity to ensure either Atav or any of the repel demons stay alive. However, this team is susceptible to Ailments so Dasioujou or Mahamayuri is sometimes used (Yuri also provides Force Repel which is rare, stopping the likes of CuA and Baal). Revive Sealing also deadly (I mean no team is safe from it lol) shutting down Atav or a repel user can mean trouble for the team as they lose protection from an element. Another weakness is what i like to call 4 Team Slot Syndrome (4TSS). They want to fit in as many repels possible to be safe from most elements while also needing Xi Wangmu or other supports, but are unable to do so. By far not as explosive as T1 or grindy as sisters and requires good team building and understanding of the current meta to be used effectively. | + | * {{DemonIconBeta|Atavaka}}Repel: Noooo you can't just stop my pierce! Hahaha Repel Pierce goes Brrr. The more balanced approach to the current pvp meta. Atavaka enables all repels to not be pierced which are very common nowadays (even though pierce shouldn't actually bypass pierce in normal SMT circumstances lol) and has the incredible Intimidating Stance in purple. But the key to this team's success are Angra Mainyu and SurtA bringing both Elec and Fire repel respectively, which are 2 of the most common attacking elements besides Phys. Angra allows the team to stave off Passionate Rage from Atropos, blocking the 1st Elec aoe thus preventing the 2nd Fire aoe from activating. SurtA holds Fire repel blocking off powerful Fire aoes like Aztec Pulse from QuetzA and Uriel's Sunrise and God's Fire, as well as opposing SurtA. He also holds IS in purple forming a double stance core with Atav making Repel teams a double IS team as well. Besides from SurtA, Vairocana also fulfils the same role but repels Light as well easing the Archangels matchup more. Vairo neutralizes all team debuffs and enemy buffs allowing the team to manipulate buff control in their favor as well as being a source of Almighty damage to bypass opposing anti-pierce teams. Teal Skull Knight fulfils the role of the Repel Phys user and has Almighty Phys Revive Seal meaning no Sister nor Repel/Drain user is gonna stay alive. Xi Wangmu is often paired to give the team longevity to ensure either Atav or any of the repel demons stay alive. However, this team is susceptible to Ailments so Dasioujou or Mahamayuri is sometimes used (Yuri also provides Force Repel which is rare, stopping the likes of CuA and Baal). Revive Sealing also deadly (I mean no team is safe from it lol) shutting down Atav or a repel user can mean trouble for the team as they lose protection from an element. Another weakness is what i like to call 4 Team Slot Syndrome (4TSS). They want to fit in as many repels possible to be safe from most elements while also needing Xi Wangmu or other supports, but are unable to do so. By far not as explosive as T1 or grindy as sisters and requires good team building and understanding of the current meta to be used effectively. |
* {{DemonIconBeta|Atropos}}Sisters: HI SISTERS! The epitome of cancer. Their insane synergy of longevity, buff control, ailments and passive damage mean they'll give any teams that can't team kill T1 or lack revive seals one helluva hard time. Xi Wangmu gives them more buff control, even more revives and is super tanky or dodges like a mutherfucker. Their panels give them teamwide ailment immunity (to all femme/lady demons) so shutting down their passives is practically impossible. SurtA gave them more damage potential meaning they arent gonna be mostly passive and can punish teams who used to exploit their inability to kill immediately, plus his passive blows up the enemy team upon death, easing their T1 matchup even more. Unfortunately for the sisters, innovative players have come up with plenty of direct counters and the intoduction of Angra and Teal Flauros Hallel allowed Repel teams to halve Atropos' damage output w/o the use of sub-optimal repel elec demons such as Aniel and Gabriel, as well FlaurosH being a source of magic revive seal meaning dodge build are useless. Giving rise to the current Repel team build. In short, Sisters synergize extremely well and have access to demons that further their longevity or cover up their passivity, requiring obsecenely high damage and/or the highly coveted revive seal to have even have a fighting chance. | * {{DemonIconBeta|Atropos}}Sisters: HI SISTERS! The epitome of cancer. Their insane synergy of longevity, buff control, ailments and passive damage mean they'll give any teams that can't team kill T1 or lack revive seals one helluva hard time. Xi Wangmu gives them more buff control, even more revives and is super tanky or dodges like a mutherfucker. Their panels give them teamwide ailment immunity (to all femme/lady demons) so shutting down their passives is practically impossible. SurtA gave them more damage potential meaning they arent gonna be mostly passive and can punish teams who used to exploit their inability to kill immediately, plus his passive blows up the enemy team upon death, easing their T1 matchup even more. Unfortunately for the sisters, innovative players have come up with plenty of direct counters and the intoduction of Angra and Teal Flauros Hallel allowed Repel teams to halve Atropos' damage output w/o the use of sub-optimal repel elec demons such as Aniel and Gabriel, as well FlaurosH being a source of magic revive seal meaning dodge build are useless. Giving rise to the current Repel team build. In short, Sisters synergize extremely well and have access to demons that further their longevity or cover up their passivity, requiring obsecenely high damage and/or the highly coveted revive seal to have even have a fighting chance. | ||
* {{DemonIconBeta|Angra Mainyu}}Angra Mainyu ailments: Sounds as obvious as its name lol. Ailments shut down most teams and are often fast to ensure they get to apply their ailments before the enemy team can kill off their ailment user(s) or the team outright as its super frail. Angra Mainyu makes all if not most ailment users obselete with 16 Scourges being all ailments in 1 plus fractional damage. Often paired with Barrier breakers like Motoko, Nergal or simply even Barrier Break Karti/Hres. Motoko removes barriers and applies Bind + Mute and can bring damage to all enemies with an ailment. Nergal also removes barriers but brings aoe weak thus ALL of the ailments from 16 Scourges will stick. Teams without cleric will most likely lose especially with Angra burning the team with fractional damage (even more with Motoko). Unfortuantely for this team, if they get outsped, they'll lose outright and look what fast team is popular right now lol. Dai and Yuri bring cleansing and are quite common to see, panelled Sisters are outright immune to all ailments and can kill off some of the ailment users before they even get to act (Passionate Rage), even opposing Angras are highly resistant to Ailments especially in purple and are often ran as a pseudo-cleric in slower teams same with Pales. Another risk of ailment teams is that Ailments are innate RNG, without weak and barring mute, not all ailments will stick and the enemy team can break out on turn 1. Great team for revenges and capitalizes on Angra's broken 16 Scourges but is super risky and many teams are running cleric or have demons that are outright immune/highl resistant to ailments. | * {{DemonIconBeta|Angra Mainyu}}Angra Mainyu ailments: Sounds as obvious as its name lol. Ailments shut down most teams and are often fast to ensure they get to apply their ailments before the enemy team can kill off their ailment user(s) or the team outright as its super frail. Angra Mainyu makes all if not most ailment users obselete with 16 Scourges being all ailments in 1 plus fractional damage. Often paired with Barrier breakers like Motoko, Nergal or simply even Barrier Break Karti/Hres. Motoko removes barriers and applies Bind + Mute and can bring damage to all enemies with an ailment. Nergal also removes barriers but brings aoe weak thus ALL of the ailments from 16 Scourges will stick. Teams without cleric will most likely lose especially with Angra burning the team with fractional damage (even more with Motoko). Unfortuantely for this team, if they get outsped, they'll lose outright and look what fast team is popular right now lol. Dai and Yuri bring cleansing and are quite common to see, panelled Sisters are outright immune to all ailments and can kill off some of the ailment users before they even get to act (Passionate Rage), even opposing Angras are highly resistant to Ailments especially in purple and are often ran as a pseudo-cleric in slower teams same with Pales. Another risk of ailment teams is that Ailments are innate RNG, without weak and barring mute, not all ailments will stick and the enemy team can break out on turn 1. Great team for revenges and capitalizes on Angra's broken 16 Scourges but is super risky and many teams are running cleric or have demons that are outright immune/highl resistant to ailments. |
Revision as of 01:54, 13 July 2021
Hi. I hate myself and therefore play this F2P lol. Add Satan pls. Hee Ho!
Contents
Extra stuff
- Favorite Team so far: Herokado T1(PVP), Hell Gongen(PVE, although more Gongen and no Hell lol)
- Favorite demon in Dx2: Mara (Yes i like the dick. I know, how funny and original...)
- Favorite demon of all time: Satan (prefarably the Kaneko version)
- Favorite character in Dx2: Carbon Black
- Favorite SMT character of all time: Raidou or Aleph (idk cant decide, personality wise: Raidou, lore wise: ALeph)
- Favorite SMT Games (Not in order): Strange Journey (Base), Soul Hackers, Devil Survivor Overclocked, Digital Devil Saga 1&2 and Persona 2 Innocent Sin
- SMT/Megaten Games I'm planning to play/havent played: Megami Tensei 1&2, Devil Children/Demi-kids, Devil Summoner, Kyuyaku Megami Tensei, Majin Tensei 1&2, SMT V(Obviously lmao) and Jack Bros (I know im a disgrace of a MegaTen fan lol)
- SMT/Megaten games i dont plan to play: SMT NINE, Persona Q1&2, Persona 3 dancing(Played P5 dancing and realised P3 was gonna be the same lmao), Ronde, IMAGINE(MMOs are not my thing) and Last Bible series.
- Favorite SMT soundtracks: SMT IV/A, Nocturne, Digital Devil Saga 1&2, Devil Survivor, Strange Journey, SMT if, Soul Hackers, Persona 2, and Persona 5.
My Current PVP Offense Team
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Currently My Favorite PVE Team
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Team Breakdown
- Mainly for boss fights like Kiwamis. Super expensive but purely F2P as they are all fusuable and skills can be obtained from genome banners.
- Credit to BuffMaister: BuffMaister's Kiwami Boss Rush
- Carbon Black/Xana/Kangaroo Boxer as Dx2. Carbon Black for crit damage boost and the potential Tarukaja+Sukukaja, Sukukaja+Sukunda and Rakunda (5 turns). Xana gives extra speed and crit chance. Kangaroo Boxer for both damage and EV/AC and Position Hack for super fast bosses. Either one works fine, but I tend to stick with Carbon Black.
- 7 AGI mitama on Mara ensures he speed ties with Zaou so I can adjust who goes first based on the position in the team selection. Generally team order goes Shiva, Karti, Zaou then Mara. Shiva allows me pass into karti so he can cast Offensive Cry on a 1/2 press turn. Zaou goes 3rd to crit (very likely with EOC, Savage Glee, Skanda from Karti and Xana's passive if I use her) and starts the aoe crit loop then P3 mara can thrust and cast Charge.
- After the initial set up, Shiva crits, Karti either Mortal Jihads or Offensive Cry (I use support AI so he'll cast it on a new wave if on Auto), Zaou crits gives aoe crits, Mara then can blow his load with a charge+crit Titanomachia to sweep or thrust again to melt HP bars (especially so on the boss if the adds are dead). If the boss doesnt die, Shiva can use God's Hand to crush the boss.
Other Options
- Auto-Rebellion on Zaou makes this a lot more consistent. Tranfer either Great Aim so he can hit or Phys Amp/Boost if you want more damage.
- Butcher on Shiva if you want more Vorpal Blade damage, I use Phys Boost for blanket phys damage boost for both Vorpal and God's Hand. If so, I suggest Teal to cover his Ice weakness.
- Red Gogmagog can replace Shiva, give him double Guard with as much Phys Def% as possible, transfer Phys Amp and Boost. New turn order should be: Zaou, Karti, Mara, Gog. So Zaou crits, Karti casts Offensive Cry on the 1/2 press turn, Thrust with Mara and Gog can either EQ or Muscle Punch, great for AG2 boss rush (Use Xana for Speed and the 1 MP cost reduction in AG2). Credit: BuffMaister BuffMaister's AG2 Boss Rush video.
- Asura Lord also works great for Kiwami thanks to Slaughter All's obscene damage and Endless War for more Crit% increase for Zaou.
- Charge Yoshi/Sieg/Gen Masa for kiwami Charge cheese.
- Herokado for the extra turn and buff control, either replace 1 damage dealer or Karti (Use kangaroo boxer and reset for Position Hack if not fast enough).
- Unconventional yet surprisingly useful is Norn (even better with P2!) her ability to undo any Auto Debuffs and cast Luster Candy boosting your offense and accuracy as well as additional survivability. She is purely a support role, give her War Cry/Acid Breath and Speedster. she can also provide sustain for the party with discounted Mediarahan alongside her decently high MAtk.
- Shiva A for unblockable sweeping damage. But he has to go first to not waste the auto rebellion from Ishvara, so you can build him similar to base Shiva above but replace War with Spell/Divine brands with MAtk% and Magic mitama.
- Guts/Huang Di for more powerful sweeping Phys damage.
- Seth/Guan Yu/Susano-o A/Berserker Guts/Ose Hallel/Ardha/Kali for insane ST phys to nuke down bosses. Special mention to OseH for his Fast Debilitate on boost level 2 with his passive, make sure he's first to not waste his innate auto rebellion. Ardha can provide some sustain with his heals.
- Cu Chulainn A/Thor A/Belial for some physical elemental damage if you wanna spice things up.
My personal take on demons I want to see in Dx2
They will all be 5★ just for convenience sake lol. (This is just for fun and not to be taken seriously, and no this is not a leak either)
^ I will add more every week.
Tier List
Score | Demons |
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SSS | |
S | |
A | |
B | |
C | |
F |
PVP Team Tier List
My own opinion of the pvp teams. Arranged in alphabetical order. (Will update when neccessary)
- S-tier: Commonly seen/used in the ladder. Super consistent and can win most fights. Defines the current meta.
- A-tier: Is used quite often. Strong and can hold its own against most teams. Loses to certain team styles
- B-tier: Frequent usage. Strong niche and can beat some teams but cannot handle 1 or 2 of the popular team builds OR specifically built to beat a popular team and does it consistently. Rarely used for defense.
- C-tier: Rarely seen/used. Gimmick teams that can succeed. Mostly used for revenge counter picks. Not used for random/targetted fights. Bad for defense.
- D-tier: Low usage. Cannot beat the popular/top teams. Poor gimmick teams.
S-tier:
- Herokado-Turn 1 (Key demons: Herokado, Angra Mainyu)
- Repel (Key Demons: Atavaka, Angra Mainyu, SurtA/Vairocana, Skull Knight)
- Sisters (Key Demons: Atropos, Lachesis, Clotho, SurtA, Xi Wangmu)
A-tier:
- Angra Mainyu ailments (Key demons: Angra Mainyu)
- Demiurge anti-pierce (Key demons: Demiurge, Angra Mainyu, Ardha, SurtA)
- Double IS (Key demons: Atavaka, SurtA, Masakado. Sometimes a combo with Repel)
B-tier:
- Archangels (Key demons: Uriel, Gabriel, Sraosha)
- Midrange
- Non-Angra Ailments (Key demons: Motoko, Pale Rider)
- Marici chain effect spam (Key demons: Marici, Hresvelgr, Sraosha)
- Rama Drain (Key demons: Rama, Ardha or any demon(s) that can drain elec and/or fire)
- Tzitzimitl Anti-sisters (Key Demons: Purple Tzitzimitl, Lv1 Tlaltecuhtli, Lv1 Clear Surt, Lv1 Purple Zhong Kui)
- Ulice (Key demons: Ulice, Nebiros or any consistent curse applier)
C-tier:
D-tier:
My reasons for the rankings (WIP)
- Herokado Turn-1: ZOOM!! The definition of speed and/or power. Herokado's Extra Press Turn means more opportunities for the team to fuck stuff up. Extremely explosive damage potential when high damage dealers such as ShivA, Anat, BGuts, etc. are used. With good brands and proper buff control, they can decimate all, if not most teams they face. Hyper fast variants with 3 speedsters hard counter T1 teams planning to do randoms, either a sweeper (commonly Anat) or Angra is used. Angra made their Ulice and sisters matchup a lot more manageable, plus his 16 Scourges provide tons of chip damage before sweepers get to nuke the enemy team, ensuring kills (Although Daisoujou can cast mute on any enemy inflicted with charm from Scourges, so they'll have to be careful). Hres and Srao allow them to extend their attacks past their press turns meaning a team kill will happen before any powwerful enemy passive can activate. (e.g. Peach of immortality or Twilight inferno). Anti-Midrange variants can cuck any anti-pierce variants with powerful ST nukers to kill Atav/Demi so that their teammates can fire off their attacks freely. However, if they aren't able to kill turn 1, they're fragility shows and will most likely lose. When built correctly and with good brands they can beat most teams they face. In short, Herokado T1 dominates teams who aren't able to keep up and are unable to survive their intense waves of attacks backed up by offensive buffs.
- Repel: Noooo you can't just stop my pierce! Hahaha Repel Pierce goes Brrr. The more balanced approach to the current pvp meta. Atavaka enables all repels to not be pierced which are very common nowadays (even though pierce shouldn't actually bypass pierce in normal SMT circumstances lol) and has the incredible Intimidating Stance in purple. But the key to this team's success are Angra Mainyu and SurtA bringing both Elec and Fire repel respectively, which are 2 of the most common attacking elements besides Phys. Angra allows the team to stave off Passionate Rage from Atropos, blocking the 1st Elec aoe thus preventing the 2nd Fire aoe from activating. SurtA holds Fire repel blocking off powerful Fire aoes like Aztec Pulse from QuetzA and Uriel's Sunrise and God's Fire, as well as opposing SurtA. He also holds IS in purple forming a double stance core with Atav making Repel teams a double IS team as well. Besides from SurtA, Vairocana also fulfils the same role but repels Light as well easing the Archangels matchup more. Vairo neutralizes all team debuffs and enemy buffs allowing the team to manipulate buff control in their favor as well as being a source of Almighty damage to bypass opposing anti-pierce teams. Teal Skull Knight fulfils the role of the Repel Phys user and has Almighty Phys Revive Seal meaning no Sister nor Repel/Drain user is gonna stay alive. Xi Wangmu is often paired to give the team longevity to ensure either Atav or any of the repel demons stay alive. However, this team is susceptible to Ailments so Dasioujou or Mahamayuri is sometimes used (Yuri also provides Force Repel which is rare, stopping the likes of CuA and Baal). Revive Sealing also deadly (I mean no team is safe from it lol) shutting down Atav or a repel user can mean trouble for the team as they lose protection from an element. Another weakness is what i like to call 4 Team Slot Syndrome (4TSS). They want to fit in as many repels possible to be safe from most elements while also needing Xi Wangmu or other supports, but are unable to do so. By far not as explosive as T1 or grindy as sisters and requires good team building and understanding of the current meta to be used effectively.
- Sisters: HI SISTERS! The epitome of cancer. Their insane synergy of longevity, buff control, ailments and passive damage mean they'll give any teams that can't team kill T1 or lack revive seals one helluva hard time. Xi Wangmu gives them more buff control, even more revives and is super tanky or dodges like a mutherfucker. Their panels give them teamwide ailment immunity (to all femme/lady demons) so shutting down their passives is practically impossible. SurtA gave them more damage potential meaning they arent gonna be mostly passive and can punish teams who used to exploit their inability to kill immediately, plus his passive blows up the enemy team upon death, easing their T1 matchup even more. Unfortunately for the sisters, innovative players have come up with plenty of direct counters and the intoduction of Angra and Teal Flauros Hallel allowed Repel teams to halve Atropos' damage output w/o the use of sub-optimal repel elec demons such as Aniel and Gabriel, as well FlaurosH being a source of magic revive seal meaning dodge build are useless. Giving rise to the current Repel team build. In short, Sisters synergize extremely well and have access to demons that further their longevity or cover up their passivity, requiring obsecenely high damage and/or the highly coveted revive seal to have even have a fighting chance.
- Angra Mainyu ailments: Sounds as obvious as its name lol. Ailments shut down most teams and are often fast to ensure they get to apply their ailments before the enemy team can kill off their ailment user(s) or the team outright as its super frail. Angra Mainyu makes all if not most ailment users obselete with 16 Scourges being all ailments in 1 plus fractional damage. Often paired with Barrier breakers like Motoko, Nergal or simply even Barrier Break Karti/Hres. Motoko removes barriers and applies Bind + Mute and can bring damage to all enemies with an ailment. Nergal also removes barriers but brings aoe weak thus ALL of the ailments from 16 Scourges will stick. Teams without cleric will most likely lose especially with Angra burning the team with fractional damage (even more with Motoko). Unfortuantely for this team, if they get outsped, they'll lose outright and look what fast team is popular right now lol. Dai and Yuri bring cleansing and are quite common to see, panelled Sisters are outright immune to all ailments and can kill off some of the ailment users before they even get to act (Passionate Rage), even opposing Angras are highly resistant to Ailments especially in purple and are often ran as a pseudo-cleric in slower teams same with Pales. Another risk of ailment teams is that Ailments are innate RNG, without weak and barring mute, not all ailments will stick and the enemy team can break out on turn 1. Great team for revenges and capitalizes on Angra's broken 16 Scourges but is super risky and many teams are running cleric or have demons that are outright immune/highl resistant to ailments.
- Demiurge anti-pierce: The false god descends with passives that aren't original and beefed up with extra flashy bits. The only demon with both Drain and Repel Pierce that punishes enemies who hit into these Drains/Repels, with heals and MP recovery if a drain is hit and Almighty aoe if a repel is hit. This gives the team more variety and flexibilty with the demons used. Demiurge also has fantastic archetype skills, Null Mortal in Purple makes him the only anti-pierce demon that can't be killed outright. Invasion in Yellow provides buff control. Red gives Ars Magna, a hard hitting discounted ST almighty attack. And Null Elec & Force in one (Might as well give us Null all) Ardha is often used for the more balanced approach as he innately drains Fire and Elec, plus he drains Phys in Teal which covers 3 elements already, but he's no drain fodder, he hits hard and can provide even more heals to sustain the team. Angra is also paired (Who would've guessed) to add extra Elec immunity to shut down Passionate Rage even more, plus he generates MP for the team to fire off powerful attacks for the first 2 turns. However, demiurge lacks IS when compared to Atav, thus Masakado and/or SurtA is also used for that sweet IS if they get outsped, hell even Atav is sometimes ran so that Repel pierce is live longer while also having that IS. Fast varients exist by using Herokado and ShivA for the extra press turn and Almighty Phys aoe + Drain Fire & Elec (and Force in Teal) to nuke the enemy team down. Even Anat is used for that Elec immnunity and the powerful combo of Thunderstorm + Killer Impulse. Overall, this is a super flexible team that can fit in more Drains & Repels and can either go slow or fast to beat certain teams.
TL;DR Angra is broken lmao