Difference between revisions of "Beiji-Weng"
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(Updated by Sire. This was done by a bot.) |
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|rarity= 4 | |rarity= 4 | ||
|ai= Attack | |ai= Attack | ||
− | |max_hp= 1089 ( | + | |max_hp= 1089 (185/432) |
− | |max_str= 86 ( | + | |max_str= 86 (359/432) |
− | |max_mag= 186 ( | + | |max_mag= 186 (150/432) |
− | |max_vit= 153 ( | + | |max_vit= 153 (184/432) |
− | |max_agi= 157 ( | + | |max_agi= 157 (155/432) |
− | |max_luck= 153 ( | + | |max_luck= 153 (181/432) |
|patk= 510 | |patk= 510 | ||
|pdef= 541 | |pdef= 541 |
Latest revision as of 13:06, 14 November 2024
Stats
Elemental Resistances | |||||||
---|---|---|---|---|---|---|---|
- | Weak | Null | - | - | Resist | - |
Info | |||
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Rarity | Race | Grade | AI |
4★ | Fury | 69 | Attack |
6★ Stats | |||||||
---|---|---|---|---|---|---|---|
HP | 1089 (185/432) | Vitality | 153 (184/432) | ||||
Strength | 86 (359/432) | Agility | 157 (155/432) | ||||
Magic | 186 (150/432) | Luck | 153 (181/432) | ||||
PATK | 510 | PDEF | 541 | ||||
MATK | 720 | MDEF | 591 |
Innate Skills | |
Gacha: - | |
Awaken: Judgement 9 MP Inflicts Almighty (Magic) damage with 100 power on All Enemies and increases own party's ATK 20% for 3 turns.
| |
Panel 1 | Panel 2 | Panel 3 | |
Panel Completion Bonus | +10 to Ag. | -25% to Ice damage received. | +10% to Ice damage. |
Panel Step Stat Bonus | HP: +150 (Max) | Mag ATK: +50 (Max) | HP: +150 (Max) |
Availability
Sword
Kamui Sword - Ice Death | ||||||||
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Ice Death Blade | While the one with this skill is alive all party members will receive the following effect: +10% to Ice damage. | |||||||
Max Stats | ||||||||
physical/magic increase | Mag ATK 90% | Element Increase | Ice 20% | |||||
Physical Accuracy | 15% | Critical Chance | 15% |
Innate Skills |
Panel 1 | Panel 2 | Panel 3 | |
Panel Completion Bonus | |||
Panel Step Stat Bonus |
Info | Builds | Lore |
Role Summary
Name | Best Archetype(s) | PVE | PVP | Democalypse | |||
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PVE | PVP | Offense | Defense | Prelim | Boss | ||
Beiji-Weng |
2 | 2 | 2 | 5 | 3 | ||
Pros |
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Cons |
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Notes |
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High Agi and Luck, totaling 310, along with reasonable HP, means he can avoid some physical attacks and not be taken down so often by critical hits, something nice on a demon who is mostly a mage, and specially when some top demons in PVP are physical attackers with Pierce. Meanwhile, his Magic Attack is somewhat high, and he got high power ST damage on bufudyne, and AOE damage on mabufudyne in Red aragami archetype, meaning Beiji-Weng can deal some pretty decent damage. He also can act somewhat in a support role with his yellow protector archetype, with his Judgement skill both allowing him to contribute non elemental damage, and increasing team attack by 20%.
PvE Builds
PvP Builds
Ice NDR demons are somewhat uncommon in the PVP metagame. They exist, but for several reasons those who NDR Ice it aren't so dominant. Thus, Ice is a element that often has to deal mostly with Resistances, and you don't lose press turns to those. You can memorize those demons who are Ice NDR, and choose not to bring Beiji-Weng. As most players cover their demon's weaknesses,
His best awaken skills for PVP, as 07/19, is Judgement (from Yellow/Protector archetype). Judgement is a move that allows him to both deal damage against Ice NDR enemies, and support his team by increasing attack, and he is one of the few demons with access to it, and the most acessible. Mabufudyne (from Red/Aragami archetype) damage is somewhat reliable, but can be passably substituted by Mabufula if you choose to use Yellow Beiji-Weng and wants it.
Divine Brands give him a decent range of options in PVP. First turn he gets 6 MP and can use Bufudyne if needed (Mabufudyne if red). Second Turn he gets 4MP, pass or attack. Third turn he gets 8 MP, and can either use Bufudyne this turn and the next, or for Yellow archetype use Judgement on this turn (and if you evolved Judgement to lvl 4, you can use glacial blast in the next). Another option is turn 4 casting Glacial blast and next turn using Judgement (in case you have auto Taruka).
You can consider giving him a skill in the 3 MP range, like Makara Break or Barrier Break, use them as apropriate on turn 1 and cast Judgement on turn 2 if you reduced its cost to 7 MP. Turn 3, pass or attack, turn 4 use glacial blast, turn 5 Judgement and renew the attack buff.
Info | Builds | Lore |
Official Profile
The Taoist deification of the Big Dipper. He governs death and judgement. He handles the fortunes and misfortunes of people's lives, but is known mostly for judging the fate of the deceased. He is especially feared by those who know they have sinned.