Name
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Best Archetype(s)
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PVE
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PVP
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Democalypse
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PVE |
PVP |
Offense |
Defense |
Prelim |
Boss
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Demeter
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|
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5 |
5 |
5 |
1 |
1 |
Pros |
- Casts bulky Bulwarks very often - at the start of the battle, whenever any teammate other than herself takes damage, and whenever casting her unique skill My Harvest!. If Panel 2, she also Bulwarks at the start of the enemy's turn and debuffs the foe's ATK.
- My Harvest! Bulwarks the team and gives each of them 2 MP, offering both defensive and offensive pressure against the enemy. It also has Remnants, ensuring she uses up only half a press turn to cast it.
- Whenever any teammate (other than herself) is attacked or takes fractional damage, she Bulwarks the team and casts a 1-turn Luster Candy. This heavily punishes AoE and random attacks, effectively undoing much of the damage dealt by the enemy. This is especially a problem for demons that are forced into automatic AoEs, such as Elohim or Vishnu A.
- This effect will still activate if the enemy's attack misses.
- The Defense Support mechanic in PvP will also trigger this effect, letting Demeter's team tank through it for a while.
- Oddly, Recarmdra does not trigger this effect, despite it effectively being 100% Fractional Damage to the user.
- Elusis's Blessing makes any Bulwarked teammate immune to ailments and take -20% damage, making her team even more bulky. Panel 1 also doubles down on this for Demeter herself.
- She's very difficult to take down due to the Bulwarks, damage reduction on top of that, and Null Mortal - but the foe will inevitably need to prioritize taking her down with Single-Target attacks. If paired with revivers such as Maria or Xi Wangmu, Demeter can be a menace. With an ally-kill punisher like Chi You, she can double as a landmine.
- Yellow casts a 1-turn Defensive Cry to make it harder to take her down turn 1, while Purple gives her an endure.
- Teal ups her Elec resistance to Null, so she won't be Weak to Elec until after the first hit of Zeus' Keraunos each turn.
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Cons |
- Due to how duration ticks work, her Bulwarks will always go offline at the start of her team's turn. This makes her team susceptible to "at start of enemy turn" chain effects, as their HP bars are exposed and the ailment immunity isn't active.
- This means she cannot trivialize Sloth farming, as the enemy's automatic ailments are at the start of the player's turn - exactly when Demeter's Bulwarks are down.
- This can be fixed with Panel 2 Anahita, though. Alternatively, if the enemy has a "start of enemy turn" AoE that doesn't ailment, that will restore her Bulwarks for her.
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Notes |
- |
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Hachiman
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|
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5 |
- |
- |
5 |
- |
Pros |
- Automatically casts Zenith and ATK + EV/AC buffs on his team's first turn.
- When he uses Berserker God or Vorpal Blade, or when a teammate uses any physical attack (miss/crit capable, not just Phys element), he automatically casts Zenith and a 50% crit Phys AoE.
- This also works on the standard attack that all demons have, so MP draining can't stop Hachiman's team from activating this chain effect. It won't work for demons that overwrite their standard attack with magic though, such as Panel 2 Surt A.
- -1 MP cost to all Phys skills and Vorpal Blade in Red means he can cast Berserker God or Vorpal Blade for 5 MP each - allowing for casting either of them turn 1 in PvP with War Brands. He shouldn't have MP issues.
- If Panel 2, grants team-wide Might whenever he enters Zenith, once per turn. This combined with his automatic Zenith on the first turn, and whenever he attacks, and whenever a teammate attacks, makes him similar to Panel 3 Zaou-Gongen but with built-in Auto-Rebellion and infinite Zenith.
- He can rack up incredible amounts of damage in Democalypse Prelim, due to the AoE chain effect and team-wide Might. This is to a point where Hachiman + some Phys demons can dominate Prelims of any element, not just Phys.
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Cons |
- Weak to Force unless Teal.
- No unique attack skill - he's stuck with Berserker God. Transferring a better one doesn't really work, as he can only proc Jingu's Divine Light with specifically Berserker God or Vorpal Blade.
- The buffs he casts on the first turn last for only 1 turn, and he lacks any other way of casting buffs.
- His forced chain effect AoEs can be a problem against anti-pierce, as well as AoE punishers such as Demeter.
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Notes |
- |
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Hinokagutsuchi
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|
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- |
- |
- |
- |
- |
Pros |
- High VIT and 70% HP boost from skills and panels makes him very tanky. Gains Null Mortal on Panel 2. Additionally, he takes 60% less damage unless the enemy hits his weak point.
- If hit by a physical attack (miss/crit capable, not just Phys element), he retaliates by casting Gloom and a Fire AoE on the enemy team. If panel 1, he also debuffs their DEF.
- Scarlet Chop is a strong Fire ST attack that hits two separate times with 80% crit rate each. This combined with +20% from innate Epitome of Finesse means he effectively has 100% crit rate.
- Low AGI but 65% accuracy boost from skills and panels means he can fit well into slow teams, while still being able to hit decently often. Intimidating Stance in Purple synergizes well with this.
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Cons |
- Weak to Ice and Dark.
- Will have accuracy issues if not Panel 2, since 50% of his 65% accuracy boost is in there.
- Questionable in PvP, since he has major problems when against Zeus or Demeter:
- Elemental resistance down level 2, combined with Hino not having any NDR (aside from Teal's Null Phys), means he will become Weak to that element - nullifying his 60% damage reduction.
- The retaliatory AoE can be exploited by Demeter teams to recover their Bulwarks - they can just spam normal attacks on him to recharge bulwarks to full.
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Notes |
- |
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Melchizedek
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|
|
- |
- |
- |
1 |
1 |
Pros |
- Gains 60% damage reduction and a 50% damage boost when below half HP, applying offensive and defensive pressure if the opponent can't 1-shot him.
- Super tanky with high VIT and 70% HP boost from skills and panels.
- Low AGI but 50% accuracy boost from skills and panels means he can fit well into slow teams, while still being able to hit decently often.
- Automatically revives a random teammate when one dies (once per battle), and gives them a massive Bulwark. If panel 2, it's raised to a full Bulwark, and also gives smaller Bulwarks to the rest of the team. This can add considerable bulk to your #1 threat, which is presumably who the enemy will try to kill first. This effect can also revive Melchi himself if he dies, so attacking him first doesn't solve the issue.
- Mighty Blow deals Almighty Physical ST damage with a 50% crit rate and counter-ignoring, followed by a 10-hits random-target attack with the same traits. This combined with his high LUK means he should crit often, and the many hits of the chain effect could break endures. Repel Almighty Physical is also quite rare, and even if it did show up, the multiple small hits will just break it with little penalty - so he usually won't be blocked out of dealing damage with this skill.
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Cons |
- Weak to Force unless Teal.
- Does not have Null Mortal, potentially making his high bulk irrelevant.
- If the enemy takes out 2 or 3 allies in one skill cast, they likely took out your #1 threat and whoever was next to them. The random targeting of Melchi's revive might revive the less-threatening one.
- Can't cast Bulwarks until somebody dies first, and can't re-cast Bulwarks after the ones from the chain effect wear off.
- Shut down by Revive Ban - not only can he not revive anyone, he can't Bulwark anyone either.
- Mighty Blow's random-targeting chain effect can be inconsistent if most of the enemies are still alive. It also has problems against Demeter teams, where hitting an enemy other than Demeter means she'll re-Bulwark her whole team.
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Notes |
- The damage boosters in his kit only apply to Almighty, so Red's Gigantomachia only gets the accuracy boosts.
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Okuninushi
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|
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- |
- |
- |
- |
- |
Pros |
- Incredibly speedy with 282 agi and +115% battle speed from skills and panels.
- Sword of Izumo is a strong 240BP ST attack that ignores endures and has Remnants, so it will always use only half a press turn. With maxed skill level and Panel 1, it only costs 4 MP.
- Works as a cleanser since he's immune to ailments, and Sword of Izumo cleanses the team after use. This synergizes with Sword of Izumo's Remnants to conserve press turn use, as well as his high agi to ensure he goes first.
- Casts an ATK buff and DEF debuff at the start of his team's every turn. This is the perfect timing for an offensive buff swing in T1, as it comes after "start of the 1st turn" effects.
- Yellow grants a team-wide boost to all magic damage, while Purple boosts his own light damage and grants an endure.
- Red grants the rare and powerful AoE Mahamabarion, which is otherwise only available from PvP rewards/exchange. Panel 1's -1 MP to Light skills also makes it somewhat cheap, at 6 MP.
- Hits surprisingly hard due to innate light or magic damage boosts (total 60% from skills and panels; If Yellow then 75%; If Purple then 80%), despite having low MAG.
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Cons |
- Low MAG stat.
- If the team doesn't get ailmented, then he can't get the Concentrate effect from Kunitsukami's Pride. This is especially a problem in Light Democalypse, which does not inflict any ailments.
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Notes |
- |
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Zeus
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Any |
|
5 |
5 |
5 |
5 |
5 |
Pros |
- Omniscience and Omnipotence downgrades the enemy's Elec resistances by 2 stages - meaning that anyone who doesn't NDR Elec is now Weak to Elec. This also completely shuts down anti-pierce for Elec.
- Keraunos downgrades Elec resistance by 1 stage, and stacks with the above effect, up to a cap of 3 stages. 3 stages guarantees the enemy is now Weak to Elec. This skill also ignores counters and endures, Revive Bans the enemy if it kills, and attacks 2 separate times per cast, potentially landing 2 kills. With maxed skill level and Panel 1, it only costs 4 MP.
- Panel 2 increases his team's accuracy and damage against weak points, and his innate Wretched Blow increases his own damage against weak points. Further, he casts a 100BP AoE when any party member hits a weak point, and generates a press turn (once per turn).
- These effects are all extremely valuable in Democalypse.
- Automatically casts a 100BP ST attack at the start of the enemy's turn. At the start of battle (but not on later turns), this overlaps with Elec resistance down, meaning the above-mentioned AoE chain effect will likely trigger. This puts a lot of damage pressure on the enemy before they can even act, regardless of which team is going first.
- This ST attack can help counter Bulwarks on the enemy team, as their Bulwarks will wear off at the start of their turn - leaving their HP bars exposed.
- All of his colors have a use, but for general purposes Purple is best.
- Trivializes a lot of PvE content, due to opening up an Elec weakness where normally a weakness would not exist. Hell's Park 100 is a prime example of this, where King Frost's anti-pierce Null can be bypassed by reducing his Elec resistance to Neutral or Weak, letting an Elec team sweep the fight with ease.
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Cons |
- Weak to Force unless Teal.
- No crit rate support in his kit (aside from Rending Thunder).
- The AoE upon hitting a weak point is counter-productive against Demeter, as it will cause her to re-cast Bulwarks on her team.
- If building for Democalypse, try to transfer an "<element> Slash" skill (for Boss) or "Rending <element>" skill (for Prelim) to make use of his PATK. These skills are only available through events, though - so if you don't have them, you may have to run a magic skill instead.
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Notes |
- Elemental resistance down does not work in Democalypse.
- For manual play, the 100BP ST at start of enemy turn will hit whoever your cursor is on. On Auto and/or Defense however, you are at the mercy of the AI for who he hits.
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