Mage T1

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Revision as of 12:59, 16 October 2021 by Reika (talk | contribs) (test)
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Written by Reika

Overview

This team is centered around Anat, whose high MAG coupled with her two powerful uniques allow her to dish out massive damage and win the game Turn 1.

Concept

  • Anat's Thunderstorm deals massive AOE Piercing Elec damage, while being useable Turn 1 with both Panel 2 unlocked and Divine Brands.
  • Upon killing an enemy, Anat will chain her other passive Killer Impulse, which again deals Piercing Elec damage to 4 random enemies. Should Killer Impulse kill a demon, it will allow her to chain yet another Killer Impulse off the kill.
    • This is especially powerful when paired with another Piercing AOE support to soften the team up beforehand, letting her chain multiple Killer Impulses and guarantee the team wipe.

Pros and Cons

Pros:

  • Very high damage ceiling if built correctly.
  • Flexible team composition, can easily adjust battle speed depending on team members. Useful for targeting and revenging.
  • Team is usually built towards full magic, allowing you to land your attacks without fear of accuracy checks.
  • As most fights end very quickly, it allows you to climb the PVP ladder faster if doing last minute pot rushes.

Cons:

  • Very high entry cost - colored Anat is only available from Gacha, and clear Anat is extremely expensive to fuse.
  • Frail, will easily roll over if outsped.
  • Requires additional MP support if matched against Alice A.

Team

Now lets go in-depth as to how to build this Team.

Guidelines

Two different philosophies exist for building the team: either a Very Fast team or an Anti-Midrange team.

For the Very Fast version, Kartikeya is close to mandatory. You would also want to max on Speedster and Speed Brands on everyone. Indeed, this team has no defensive capability and would lose if outsped. The Very Fast team has a wider range of application than the anti-midrange one: Offense PVP and Defense PVP.

  • For Random Battle Offense PVP, it can be a powerful team but also a very risky one as you would lose your winning streak whenever you meet a faster team.
  • For Defense PVP, the team can not only catch players doing Random Battle PVP with fast teams if you outspeed them but also has a chance against slow defensive teams. Though, against the later teams, Anti-Midrange has higher winrate.

The Anti-Midrange version relies a lot less on Battle Speed boosting demons, skills or brands. It is designed for Defense PVP. While the philosophy for using a Very Fast version for Defense PVP is "I want to get a chance to win against all kind of teams", the philosophy of Anti-Midrange is about targetting solely Random Battle PVP players using midrange or more defensive teams.

  • Depending of the playerbase within your PVP Rank, it can the better philosophy.
  • Midrange and defensive teams are usually popular for Random Battle PVP in most ranks.

Regardless of the version built, something very important for this team is Turn Order: you want to be able to Crit whenever you have a Full Turn Press in order to generate half a Turn Press. Passing is suboptimal in Offense PVP and impossible in Defense PVP (the AI never passes turn).

Core Demons

The only core demon is Masakado A, of whom the team is named after.

Masakado A

Masakado A.jpg Masakado A

  • One of the best support demons in the game.
  • Guardian of the East provides an additional Press Turn going first. His other unique skill Kuyo Flash deals moderate Almighty AOE damage and applies Tarukaja, Rakunda, Sukukaja and Sukunda all in one go.
    • This essentially swings offensive buffs entirely in your favor, allowing you to go easy on Auto-skills.
  • Has innate Physical Pierce to avoid being walled by Phys NDR when out of MP.
  • Panel 2 provides his entire team Null Mortal for a Turn. This protects against Ixtab defenses and can act as a safety net if you fail to end the opponent on the first turn.
Skills and Brands
  • Speedster and Epitome of Swiftness can be used to raise battle speed. Going first is vital for the team.
  • Auto-Taruka and Auto-Rakunda help to negate enemy autos, ensuring your Kuyo Flash will debuff them.
  • Savage Glee's increase Crit rate is useful for scenarios where he needs to Auto-Attack.
  • Herculean Strike L and Deathbound gives him a cheap AOE to clean up remaining demons. 4MP means it can be cast after Kuyo Flash with Divine Brands. Herculean Strike does more damage overall, but Deathbound is more useful versus single enemies and for clearing Endures.
  • Divine Brands are required to cast Kuyo Flash Turn 1 if not P3. Speed brands are the recommended sub-set for Battle Speed.

test

  • Die for Me! inflicts Mortal (instant kill) and bypasses Endure-type skills, making her incredibly valuable in deleting key demons for PvP.
  • High MAG stat combined with Dark Amp in Purple makes her a very powerful Dark Mage.
  • Incredible panels that give her damage amplification, MP cost reduction and increased uses of her signature unique skill.
  • She's cute!!

|con=

  • Needs Dark Pierce (weak) and Panel 3 to really shine.
  • Needs to run Divines without Panel 2 for first turn Die for Me! and to mitigate long term MP issues.
  • Weak to Light and by extension the Archangels matchup. Teal fixes this somewhat but you lose Dark Amp in return.

|notes=

  • She has pretty bad AI (will sometimes Mamudoon instead of spamming DFM), keep this in mind when using her for Defense.
  • Mortal is lot less powerful against Xi Wangmu teams, as she will simply resurrect the Mortal-ed target and is immune to Mortal herself.