Difference between revisions of "Elohim/Builds"
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! rowspan="2" | PVE | ! rowspan="2" | PVE | ||
! colspan="2" class="unsortable" | PVP | ! colspan="2" class="unsortable" | PVP | ||
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|- style="vertical-align: middle;" | |- style="vertical-align: middle;" | ||
− | ! style="width: 100px" class="unsortable" | PVE !! class="unsortable" | PVP !! Offense !! Defense | + | ! style="width: 100px" class="unsortable" | PVE !! class="unsortable" | PVP !! Offense !! Defense |
|- | |- | ||
− | <section begin=tierentry />{{ | + | <section begin=tierentry />{{TierListData|demon=Elohim|pvebest1=Purple|pvpbest1=Purple|pvpbest2=Yellow |
− | |pve= | + | |pve=B |
− | |offensive= | + | |offensive=B|defensive=B |
− | |||
− | |||
|pro= | |pro= | ||
− | *[[Solar Flare]] is a fire magic attack reminiscient of [[Dragon Blade]], doing a strong ST hit and then an aoe follow up. However, both hits ignore endures, and this skill introduces the Remnants mechanic, meaning this skill will always only take half a press turn. No need to crit, no need to hit weakness, this skill will still take only half a press turn. Better yet, at P1 and max level, it costs 4 | + | *[[Solar Flare]] is a fire magic attack reminiscient of [[Dragon Blade]], doing a strong ST hit and then an aoe follow up. However, both hits ignore endures, and this skill introduces the Remnants mechanic, meaning this skill will always only take half a press turn. No need to crit, no need to hit weakness, this skill will still take only half a press turn. Better yet, at P1 and max level, it costs 4 MP, making MP denial less effective as with [[Maria]] or divines, he will always be able to cast it. |
*[[Light of Elohim]] is just as loaded of a skill, offering him 35% magic damage, [[Fire Pierce]], buff control every time he casts [[Solar Flare]] and at the start of battle, AND a free [[Maragidyne]] the first time his team kills a demon each turn, except this [[Maragidyne]] also ignores endures. | *[[Light of Elohim]] is just as loaded of a skill, offering him 35% magic damage, [[Fire Pierce]], buff control every time he casts [[Solar Flare]] and at the start of battle, AND a free [[Maragidyne]] the first time his team kills a demon each turn, except this [[Maragidyne]] also ignores endures. | ||
− | *With the third highest | + | *With the third highest Magic and tied (with [[Kalki]] and [[Astaroth]]) 4th highest Agility in the game, along with innate [[Fire Accele]] and 40% battle speed from panels, he's fast, and hits hard, meaning you need to take fewer sacrifices to keep a high battle speed and still kill tanky teams. |
*Every single awaken skill is unique to Godly race demons, offering ST revive sealing almighty damage in red, immunity to mute charm and bind in yellow, 25% magic damage in purple, and drain light and dark in teal. Every single one of these skills has a situation where it's useful. | *Every single awaken skill is unique to Godly race demons, offering ST revive sealing almighty damage in red, immunity to mute charm and bind in yellow, 25% magic damage in purple, and drain light and dark in teal. Every single one of these skills has a situation where it's useful. | ||
− | *Has strong synergy with other demons with damaging chain effects, including | + | *Has strong synergy with other demons with damaging chain effects, including [[The 6th Angel]], where if 6th can kill a demon, Elohim will continue the carnage with [[Light of Elohim]]. |
|con= | |con= | ||
− | *He is fragile, so if the enemy gets to act, he will near certainly be going down. | + | *He is fragile, so if the enemy gets to act, he will near certainly be going down. This is mitigated to a degree with [[Demeter]]. |
− | *His high | + | *His high Agility and battle speed contribution can make him troubling to slot into teams other than turn 1 fast teams. |
− | |||
*While far from slow, a good chunk of his battle speed comes from panels, meaning an unpaneled Elohim can be a speed liability compared to the highest tiers of players/whales. | *While far from slow, a good chunk of his battle speed comes from panels, meaning an unpaneled Elohim can be a speed liability compared to the highest tiers of players/whales. | ||
*Remnants can be stopped by attacking into a unit with a fire weakness while the opponent has [[Orcus]]. | *Remnants can be stopped by attacking into a unit with a fire weakness while the opponent has [[Orcus]]. | ||
− | *The forced Fire AoEs will cause problems against Demeter teams, as it'll cause her to re-cast Bulwarks - in some cases undoing the damage you just dealt. | + | *The forced Fire AoEs will cause problems against [[Demeter]] teams, as it'll cause her to re-cast Bulwarks - in some cases undoing the damage you just dealt. |
|notes= | |notes= | ||
*While he is incredibly powerful in PvE content, he will slow down your clears due to all of his chain effects. | *While he is incredibly powerful in PvE content, he will slow down your clears due to all of his chain effects. | ||
− | *He has the exact same agility as [[Astaroth]]. | + | *He has the exact same agility as [[Astaroth]] and [[Kalki]]. Make sure you watch your party setup to manipulate the turn order in the desired manner. Often Elohim into Astaroth is a useful order to make use of Elohim's guaranteed half press turn usage. |
+ | |pairwith= | ||
+ | *{{DemonIcon|Tiamat A|size=32px}} {{DemonIcon|Metatron M|size=32px}} {{DemonIcon|Adramelech|size=32px}} | ||
}}<section end=tierentry /> | }}<section end=tierentry /> | ||
|} | |} |
Latest revision as of 01:04, 24 July 2024
Info | Builds | Lore |
Contents
Role Summary
Name | Best Archetype(s) | PVE | PVP | ||||
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PVE | PVP | Offense | Defense | ||||
Elohim |
B | B | B | - | |||
Pros |
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Cons |
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Notes |
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Synergies | |||||||
PvE Builds
PvP Builds
PvP Builds
Archetype(s)
- Yellow: Godly Bastion to protect him from crippling ailments.
- Purple: Godly Power for a massive damage boost.
Skill Transfers
Damage boosters for Solar Flare and Light of Elohim.
- Fire Amp: Highest Fire damage modifier.
- Fire Survivor: Fire damage modifier + Endure.
- Fire Enhancement: Fire damage modifier + an additional 10% against Fire weak foes.
- Fire Boost: Early game/budget option.
Other/Misc. Skills:
- Speedster: Boosts team speed even further
- Epitome of Swiftness: Boosts team speed even further.
- Enduring Soul/+: Allows him to survive.
- Great Idea: Boosts all stats greatly. Meme/flex.
Brands
- Stat priorities: Mag ATK%, Speed%
- Spell: Boosts his damage
- Speed: Boosts team speed even further
- Divine: Allows him to literally spam Solar Flare if P1
Mitama
- MAG (20): Boosts his damage output.
- VIT (10): Adds some bulk to withstand weak hits.
- AGI (20): To boost team speed.
Build(s)
Here comes the Sun | |||
---|---|---|---|
Transferred Skills | Notes:
A must use in fast teams. Insane damage output that can brute force almost any team. Pair with other T1 staples like Astaroth, Vishnu A, etc. to stack buffs/debuffs to ensure Elohim can nuke as hard as possible. Stacking more offensive demons beats bulky slow teams, while adding speedsters can get the jump on opposing fast teams. Yellow protects Elohim from Fafnir + Kabuso + P3 Lilith ailment teams, turning an otherwise mostly bad matchup to a winnable one. | ||
Fire Survivor | Fire Amp | ||
Infused Mitama | |||
Ma 20 Vi 10 Ag 20 | |||
Brands | |||
Spell/Divine + Speed with Mag ATK% primaries and Speed% Tertiaries. | |||
Target Stats | |||
- |