Difference between revisions of "Adramelech/Builds"
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| − | *[[Sun God's Majesty]] punishes any form of MP restore, burning 1 MP and dealing 30% Fractional damage to their entire team, while also renewing Barriers for your team. This makes him | + | *[[Sun God's Majesty]] punishes any form of MP restore, burning 1 MP and dealing 30% Fractional damage to their entire team, while also renewing Barriers for your team. This makes him a niche counter to MP-batteries like [[Fionn mac Cumhaill]] and [[Hayataro]]. |
| − | |||
*In addition, [[Sun God's Majesty]] provides him Fire Pierce and more importantly +25% to Fire damage—this gives him a whopping +60% to Fire damage in Purple, even with ZERO transfers and ZERO panels. When combined with [[Sacrificial Inferno]]'s massive Base Power (which also ignores [[Endure]]s and Bulwark), Adramelech can easily nuke down any target he chooses. | *In addition, [[Sun God's Majesty]] provides him Fire Pierce and more importantly +25% to Fire damage—this gives him a whopping +60% to Fire damage in Purple, even with ZERO transfers and ZERO panels. When combined with [[Sacrificial Inferno]]'s massive Base Power (which also ignores [[Endure]]s and Bulwark), Adramelech can easily nuke down any target he chooses. | ||
*But that's not all! [[Sun God's Majesty]] downgrades the enemy's Fire resistances by 2 stages, meaning that anyone who doesn't NDR Fire is now Weak to it. This also completely shuts down anti-pierce for Fire. This gives him synergy with Fire units like [[Hathor A]] and [[Chaos Hero]]. | *But that's not all! [[Sun God's Majesty]] downgrades the enemy's Fire resistances by 2 stages, meaning that anyone who doesn't NDR Fire is now Weak to it. This also completely shuts down anti-pierce for Fire. This gives him synergy with Fire units like [[Hathor A]] and [[Chaos Hero]]. | ||
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|con= | |con= | ||
*Weak to Ice unless Teal. | *Weak to Ice unless Teal. | ||
| + | *Rendered defensively useless by [[Spirit Chains of Suppression]]. | ||
*No ailment immunities. | *No ailment immunities. | ||
*While seemingly having a strong purpose in T2 for punishing MP recovering demons, he has almost no bulk which means you’ll only be at a disadvantage if you do decide to run him. | *While seemingly having a strong purpose in T2 for punishing MP recovering demons, he has almost no bulk which means you’ll only be at a disadvantage if you do decide to run him. | ||
*High AGI makes him awkward to fit into slow teams, more or less mandating [[Epitome of Endurance]]. | *High AGI makes him awkward to fit into slow teams, more or less mandating [[Epitome of Endurance]]. | ||
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|notes= | |notes= | ||
|pairwith= | |pairwith= | ||
| − | *{{DemonIcon| | + | *'''T1''' {{DemonIcon|Chaos Hero|size=32px}} {{DemonIcon|Lucifer Frost|size=32px}} |
}}<section end=tierentry /> | }}<section end=tierentry /> | ||
|} | |} | ||
Revision as of 04:21, 2 September 2025
| Info | Builds | Lore |
Contents
Role Summary
| Name | Best Archetype(s) | PVE | PVP | ||||
|---|---|---|---|---|---|---|---|
| PVE | PVP | Offense | Defense | Tournament | |||
| A | C | C | C | ||||
| Pros |
|
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| Cons |
|
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| Notes | - | ||||||
| Synergies | |||||||
PvE Builds
PvP Builds
Archetype(s)
- Purple: Master Assassin to boost ST damage for Sacrificial Inferno, boosting it by 60% accounting for his other passives.
- Teal: Null Ice to cover his weakness.
Skill Transfers
Damage Boosters to nuke enemies with Sacrificial Inferno. Passives can be used since his base kit already provides tons of damage boosts.
Damage Boosters:
- Fire Amp: Highest Fire damage modifier plus it stacks with Sun God's Majesty already being an innate Fire Amp itself.
- Fire Enhancement: Fire damage modifier + additional damage when hitting weakness.
- Fire Boost: Early game/budget option.
- Assassin: Early game/budget option.
Passives:
- Epitome of Endurance: Adds bulk + lowers team speed. Useful if using in a slow team build.
- Epitome of Fortitude: Adds bulk + crit resistance.
- Auto skills: Provides buff control.
- Solar/Lunar Skills: Same as autos but 2 in 1. Solar for faster team builds and Lunar for slow teams.
Other/Misc. Skills:
- Enduring Soul/+: Adds survivability
- Speedster: Boosts team speed if needed.
Brands
- Stat priorities: Mag ATK%, HP%
- Life: Adds more bulk
- Spell: Boosts damage output.
- Divine: Allows him to spam Sacrificial Inferno
- Ward: Protects him from ailments for 3 turns.
- Shield/Guard: Increases Mag/Phys DEF for more tankiness.
- Speed: Boosts team speed if needed.
- Lost: For even more damage.
Mitama
- MAG (20): To boost damage output
- VIT (20): Increases his bulk
Build(s)
| How about this? | |||
|---|---|---|---|
| Transferred Skills | Notes:
The Angra counter. Ward isn't as important since he himself casts team-wide barrier whenever the enemy gains MP through a chain effect (usually via Angra). Fire Amp gives Adra an absurd 85% increase to Sacrificial Inferno's damage, allowing him to easily kill most targets or severely damage them. With his passive + P2, it swings buff control entirely in the team's favor clearing up some skill slots that would've been used for autos/solar/lunar skills on your other demons. Pair with Ulice to completely prevent Angra from amping his teammates' MP. Extremely potent in many slow builds and can be used with Demiurge to punish SurtA users. | ||
| Epitome of Endurance | Fire Amp | ||
| Infused Mitama | |||
| Ma 20 Vi 20 | |||
| Brands | |||
| Life + Shield/Guard with Mag ATK% | |||
| Target Stats | |||
| - | |||