Difference between revisions of "Elohim"

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(Updated by Sire. This was done by a bot.)
(Updated by Sire. This was done by a bot.)
 
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|rarity= 5
 
|rarity= 5
 
|ai= Attack
 
|ai= Attack
|max_hp= 1037 (254/430)
+
|max_hp= 1037 (255/431)
|max_str= 91 (318/430)
+
|max_str= 91 (319/431)
|max_mag= 243 (3/430)
+
|max_mag= 243 (3/431)
|max_vit= 142 (254/430)
+
|max_vit= 142 (255/431)
|max_agi= 259 (10/430)
+
|max_agi= 259 (10/431)
|max_luck= 142 (286/430)
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|max_luck= 142 (287/431)
 
|patk= 521
 
|patk= 521
 
|pdef= 531
 
|pdef= 531

Latest revision as of 06:22, 1 November 2024

Stats

Elohim.jpg Elemental Resistances
Phys.png

Phys

Fire.png

Fire

Ice.png

Ice

Elec.png

Elec

Force.png

Force

Light.png

Light

Dark.png

Dark

- Repel - - - Null Null
Info
Rarity Race Grade AI
5★ Godly 97 Attack
6★ Stats
HP 1037 (255/431) Vitality 142 (255/431)
Strength 91 (319/431) Agility 259 (10/431)
Magic 243 (3/431) Luck 142 (287/431)
PATK 521 PDEF 531
MATK 840 MDEF 607
Innate Skills
Passive.png Fire Accele Passive +15% to Fire damage. +20% to own affect on Battle Speed.
Passive.png Light of Elohim Passive Adds Fire Pierce. +20% to Magic damage.

Activates the following Chain Effect when attacking first at the beginning of a battle and when Solar Flare is activated:
Increases own party's ATK by 20% and reduces DEF of all enemies by 20%. (1 turn)
Activates the following Chain Effect when a member of your party (including self) downs a demon:

Inflicts Fire (Magic) damage (Power: 120) on all enemies. *Damage from this skill ignores all death prevention skills. (This Chain Effect will only activate once per turn.)
Fire.png Solar Flare 6 MP Inflicts Fire (Magic) damage (Power: 200) with remnants on a single enemy.

Activates the following Chain Effect when the attack is successful: Inflicts Fire (Magic) damage (Power: 80) on all enemies.

*Damage from this skill (including Chain Effects) ignores all death prevention skills.
ArchClear.png
Awaken:
Gacha: -
ArchRed.png
Awaken: Almighty.png Godly Judgement 7 MP Inflicts Almighty (Magic) damage (Power: 220) on a single enemy.

*Damage inflicted by this effect will ignore all death prevention skills.

*Enemies downed by this skill will not be able to revive.
Gacha: Passive.png Epitome of Swiftness Passive +25% to own effect on Battle Speed. +10% to evasion rate.
ArchYellow.png
Awaken: Passive.png Godly Bastion Passive Adds Null Mute/Charm/Bind.
Gacha: Passive.png Fire Amp Passive +25% to Fire damage.
ArchPurple.png
Awaken: Passive.png Godly Power Passive +25% to Magic damage.
Gacha: Passive.png Fire Enhancement Passive +15% to Fire damage. +10% damage when attacking the enemy's weak point.
ArchTeal.png
Awaken: Passive.png Godly Shield Passive Adds Drain Light/Dark.
Gacha: Passive.png Fire Survivor Passive +15% to Fire damage and HP stops at 1 HP upon receiving the first killing blow.
Spirit Merge Panel Upgrades
Panel 1 Panel 2 Panel 3
Panel Completion Bonus Reduces the cost of Solar Flare by 1 MP. +20% to Magic damage. +20% to own affect on Battle Speed. +25% to Magic damage.
Panel Step Stat Bonus HP: +250(MAX) Mag ATK: +100(MAX) Speed:+20%(MAX)

Availability

  • Banner s.png Only available from a banner specific event.
  • Gacha s.png Available from the gacha.

Elohim/Sword Elohim/Shield

  Info   Builds   Lore    


Role Summary

Name Best Archetype(s) PVE PVP
PVE PVP Offense Defense
Elohim.jpg Elohim
Purple Purple Yellow B B B -
Pros
  • 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.
  • 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.
  • 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.
Cons
  • 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 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.
  • 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.
Notes
  • 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 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.
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

  1. MAG (20): Boosts his damage output.
  2. VIT (10): Adds some bulk to withstand weak hits.
  3. AGI (20): To boost team speed.

Build(s)

Here comes the Sun
ArchPurple.png 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
-


  Info   Builds   Lore    

Official Profile

A name that appears often in the Old Testament and is referred to as God in the Hebrew Bible. In ancient Semitic lore, it is referred to as "El" in a singular manner but also as pantheon of gods at times. Many theories pertaining to the true identity of this being exist but most seem to agree that it is a single deity, the God of Israel.