Hi. I hate myself and therefore play this F2P lol.
Add Satan pls. Hee Ho!
- Favorite Teams so far: Herokado T1(PVP), Hell Gongen (PVE, although more Gongen and no Hell lol)
- Favorite demon in Dx2: Mara (Yes i like the dick. I know, how funny and original...)
- Favorite demon of all time: Satan (prefarably the Kaneko version)
- Favorite character in Dx2: Carbon Black
- Favorite SMT character of all time: Raidou or Aleph (idk cant decide, personality wise: Raidou, lore wise: Aleph)
- Favorite SMT Games (Not in order): Strange Journey (Base), Soul Hackers, Devil Survivor Overclocked, Digital Devil Saga 1&2 and Persona 2 Innocent Sin
- SMT/Megaten Games I'm planning to play/havent played: Megami Tensei 1&2, Devil Children/Demi-kids, Devil Summoner, Kyuyaku Megami Tensei, Majin Tensei 1&2, SMT V (Obviously lmao) and Jack Bros (I know im a disgrace of a MegaTen fan lol)
- SMT/Megaten games i dont plan to play: SMT NINE, Persona Q1&2, Persona 3 dancing (Played P5 dancing and realised P3 was gonna be the same lmao), Ronde, IMAGINE (MMOs are not my thing) and Last Bible series.
- Favorite SMT soundtracks (Not in order): SMT IV/A, Nocturne, Digital Devil Saga 1&2, Devil Survivor, Strange Journey, SMT if, Soul Hackers, Persona 2, and Persona 5.
My Current PVP Offense Team
Currently My Favorite PVE Team
Team Breakdown
- Mainly for boss fights like Kiwamis. Super expensive but purely F2P as they are all fusuable and skills can be obtained from genome banners.
- Credit to BuffMaister: BuffMaister's Kiwami Boss Rush
- Carbon Black/Xana/Kangaroo Boxer as Dx2. Carbon Black for crit damage boost and the potential Tarukaja+Sukukaja, Sukukaja+Sukunda and Rakunda (5 turns). Xana gives extra speed and crit chance. Kangaroo Boxer for both damage and EV/AC and Position Hack for super fast bosses. Either one works fine, but I tend to stick with Carbon Black.
- 7 AGI mitama on Mara ensures he speed ties with Zaou so I can adjust who goes first based on the position in the team selection. Generally team order goes Shiva, Karti, Zaou then Mara. Shiva allows me pass into karti so he can cast Offensive Cry on a 1/2 press turn. Zaou goes 3rd to crit (very likely with EOC, Savage Glee, Skanda from Karti and Xana's passive if I use her) and starts the AOE crit loop then P3 mara can thrust and cast Charge.
- After the initial set up, Shiva crits, Karti either Mortal Jihads or Offensive Cry (I use support AI so he'll cast it on a new wave if on Auto), Zaou crits gives AOE crits, Mara then can blow his load with a charge+crit Titanomachia to sweep or thrust again to melt HP bars (especially so on the boss if the adds are dead). If the boss doesnt die, Shiva can use God's Hand to crush the boss.
Other Options
- Auto-Rebellion on Zaou makes this a lot more consistent. Tranfer either Great Aim so he can hit or Phys Amp/Boost if you want more damage.
- Butcher on Shiva if you want more Vorpal Blade damage, I use Phys Boost for blanket phys damage boost for both Vorpal and God's Hand. If so, I suggest Teal to cover his Ice weakness.
- Red Gogmagog can replace Shiva, give him double Guard with as much Phys Def% as possible, transfer Phys Amp and Boost. New turn order should be: Zaou, Karti, Mara, Gog. So Zaou crits, Karti casts Offensive Cry on the 1/2 press turn, Thrust with Mara and Gog can either EQ or Muscle Punch, great for AG2 boss rush (Use Xana for Speed and the 1 MP cost reduction in AG2). Credit: BuffMaister BuffMaister's AG2 Boss Rush video.
- Asura Lord also works great for Kiwami thanks to Slaughter All's obscene damage and Endless War for more Crit% increase for Zaou.
- Charge Yoshi/Sieg/Gen Masa for kiwami Charge cheese.
- Herokado for the extra turn and buff control, either replace 1 damage dealer or Karti (Use kangaroo boxer and reset for Position Hack if not fast enough).
- Unconventional yet surprisingly useful is Norn (even better with P2!) her ability to undo any Auto Debuffs and cast Luster Candy boosting your offense and accuracy as well as additional survivability. She is purely a support role, give her War Cry/Acid Breath and Speedster. she can also provide sustain for the party with discounted Mediarahan alongside her decently high MAtk.
- Shiva A for unblockable sweeping damage. But he has to go first to not waste the auto rebellion from Ishvara, so you can build him similar to base Shiva above but replace War with Spell/Divine brands with MAtk% and Magic mitama.
- Guts/Huang Di for more powerful sweeping Phys damage.
- Seth/Guan Yu/Susano-o A/Berserker Guts/Ose Hallel/Ardha/Kali for insane ST phys to nuke down bosses. Special mention to OseH for his Fast Debilitate on boost level 2 with his passive, make sure he's first to not waste his innate auto rebellion. Ardha can provide some sustain with his heals.
- Cu Chulainn A/Thor A/Belial for some physical elemental damage if you wanna spice things up.
My personal take on demons I want to see in Dx2
They will all be 5★ just for convenience sake lol.
(This is just for fun and not to be taken seriously, and no this is not a leak either)
^ I will add more every week.
Tier List
PVP Team Tier List
My own opinion of the pvp teams. Arranged in alphabetical order. (Will update when neccessary)
- S-tier: Commonly seen/used in the ladder. Super consistent and can win most fights. Defines the current meta.
- A-tier: Is used quite often. Strong and can hold its own against most teams. Loses to certain team styles
- B-tier: Frequent usage. Strong niche and can beat some teams but cannot handle 1 or 2 of the popular team builds OR specifically built to beat a popular team and does it consistently. Rarely used for defense.
- C-tier: Rarely seen/used. Gimmick teams that can succeed. Mostly used for revenge counter picks. Not used for random/targetted fights. Bad for defense or offense.
- D-tier: Low usage. Cannot beat the popular/top teams. Poor gimmick teams.
S-tier:
- Lucifer Chaos Gang Turn-1 (Key demons: P4 Lucifer, Angra Mainyu, 5★ Beelzebub)
- Herokado-Turn 1 (Key demons: Herokado, Angra Mainyu)
- Repel (Key Demons: Atavaka, Angra Mainyu, SurtA/Vairocana, Skull Knight)
- Sisters (Key Demons: Atropos, Lachesis, Clotho, SurtA, Xi Wangmu)
A-tier:
- Angra Mainyu Ailments (Key demons: Angra Mainyu)
- Demiurge Anti-pierce (Key demons: Demiurge, Angra Mainyu, Ardha, SurtA)
- UberBeelzebub Mortal Stall (Key demons: 5★ Beelzebub, Erlkonig, Xi Wangmu)
- Double IS (Key demons: Atavaka, SurtA, Masakado. Sometimes a combo with Repel)
B-tier:
- Archangels (Key demons: Uriel, Gabriel, Sraosha)
- Midrange
- Non-Angra/Pale Rider Ailments (Key demons: Motoko, Pale Rider)
- Rama Drain (Key demons: Rama, Ardha or any demon(s) that can drain elec and/or fire)
- Tzitzimitl Anti-sisters (Key Demons: Purple Tzitzimitl, Lv1 Tlaltecuhtli, Lv1 Clear Surt, Lv1 Purple Zhong Kui)
- Ulice (Key demons: Ulice, Nebiros or any consistent curse applier)
C-tier:
- Marici Chain Effect Spam (Key demons: Marici, Hresvelgr, Sraosha)
- Parvati Anti-IS (Key demons: Parvati)
D-tier:
- Hell Gongen (Key demons: P3 Zaou-Gongen, Hell Biker)
- Mortal (Key demons: Alice, Masakado)
My reasons for the rankings (WIP)
- Lucifer Chaos Gang Turn-1: Move over law fags, the Chaos Gang is here! With the newly "buffed" (not really a buff when we will get panel 4 for gachas as well lmao) Lucifer with Panel 4 and the introduction of 5★ Beelzebub (AKA UberBeelzebub), Lucifer and his fellow Tyrants have their time to shine. While still new, the Chaos team have quickly cemented itself as top meta contender. First Luci's P4, he gains fast-debilitate + additional Magic and Vitality also Morning Star has its MP cost reduced from 8 to 7 allowing Morning Star to hit devasting levels of damage. UberBeelzebub's passive gives Auto-Taruka and Auto-Rakunda if going first, swinging offensive buffs in the team's favor and Death Flyers deals hard hitting Almighty magic damage that applies Debilitate and AOE Mortal after 3 turns (deadly for sure but you wont ever reach 3 turns with this team). Angra gives MP and 1 turn Luster Candy in P2 and 16 Scourges for chip damage and ailments to potentially shut down enemy passives. Herokado is often the last slot for the extra turn and more offensive buff swing as if they didn't already have enough. As Angra grants MP, Luci and UberBeelze can run Spell Brands to max out on damage. Almighty Magic is practically unblockable with the exception of Indrajit's passive when he nabs a kill which otherwise the team flops, although P2 demiurge can help handle this. with Spell Brands, Almighty Survivor and/or Almighty Boost alongside offensive buffs and now high MAtk with P4 and Sin Infusion + Mitama, Luci can blow up teams with the power of a literally star, and even if they survive, they'll still have to take UberBeelze and Angra's attacks. A new team that shows the strength of a buffed fusuable alongside old and new meta staples that can decimate teams with the might of the chaos faction.
- Herokado Turn-1: ZOOM!! The definition of speed and/or power. Herokado's Extra Press Turn means more opportunities for the team to fuck stuff up. Extremely explosive damage potential when high damage dealers such as ShivA, Anat, BGuts, etc. are used. With good brands and proper buff control, they can decimate all, if not most teams they face. Special mentions to Almighty Phys users such as ShivA, Skull Knight and Asura Lord, as they can bypass the popular anti-pierce teams and can crit, with ShivA nuking the enemy team, SK revive sealing making XWM useless and Asura Lord clapping to delete any fat demon who stands in his way, plus he gives a crit chance and damage modifier for the team. Hyper fast variants with 3 speedsters hard counter T1 teams planning to do randoms, either a sweeper (commonly Anat) or Angra is used. Angra made their Ulice and sisters matchup a lot more manageable, plus his 16 Scourges provide tons of chip damage before sweepers get to nuke the enemy team, ensuring kills (Although Daisoujou can cast mute on any enemy inflicted with charm from Scourges, so they'll have to be careful). Hres and Srao allow them to extend their attacks past their press turns meaning a team kill will happen before any powwerful enemy passive can activate. (e.g. Peach of immortality or Twilight inferno). Anti-Midrange variants can cuck any anti-pierce variants with powerful ST nukers to kill Atav/Demi so that their teammates can fire off their attacks freely. However, if they aren't able to kill turn 1, their fragility shows and will most likely lose. When built correctly and with good brands they can beat most teams they face. In short, Herokado T1 dominates teams who aren't able to keep up and are unable to survive their intense waves of attacks backed up by offensive buffs.
- Repel: Noooo you can't just stop my pierce! Hahaha Repel Pierce goes Brrr. The more balanced approach to the current pvp meta. Atavaka enables all repels to not be pierced which are very common nowadays (even though pierce shouldn't actually bypass Repel in normal SMT circumstances lol) and has the incredible Intimidating Stance in purple. But the key to this team's success are Angra Mainyu and SurtA bringing both Elec and Fire repel respectively, which are 2 of the most common attacking elements besides Phys. Angra allows the team to stave off Passionate Rage from Atropos, blocking the 1st Elec AOE thus preventing the 2nd Fire AOE from activating. SurtA holds Fire repel blocking off powerful Fire AOEs like Aztec Pulse from QuetzA and Uriel's Sunrise and God's Fire, as well as opposing SurtA. He also holds IS in purple forming a double stance core with Atav making Repel teams a double IS team as well. Besides from SurtA, Vairocana also fulfils the same role but repels Light as well, easing the Archangels matchup more. Vairo neutralizes all team debuffs and enemy buffs allowing the team to manipulate buff control in their favor as well as being a source of Almighty damage to bypass opposing anti-pierce teams. Teal Skull Knight fulfils the role of the Repel Phys user and has Almighty Phys Revive Seal meaning no Sister nor Repel/Drain user is gonna stay alive. Xi Wangmu is often paired to give the team longevity to ensure either Atav or any of the repel demons stay alive. However, this team is susceptible to Ailments so Dasioujou or Mahamayuri is sometimes used (Yuri also provides Force Repel which is rare, stopping the likes of CuA and Baal). Revive sealing is also deadly (I mean no team is safe from it lol) shutting down Atav or a repel user can mean trouble for the team as they lose protection from an element. Another weakness is what i like to call 4 Team Slot Syndrome (4TSS). They want to fit in as many repels possible to be safe from most elements while also needing Xi Wangmu or other supports, but are unable to do so. By far not as explosive as T1 or grindy as sisters and requires good team building and understanding of the current meta to be used effectively.
- Sisters: HI SISTERS! The epitome of cancer. Their insane synergy of longevity, buff control, ailments and passive damage mean they'll give any teams that can't team kill T1 or lack revive seals one helluva hard time. Xi Wangmu gives them more buff control, even more revives and is super tanky or dodges like a mutherfucker. Their panels give them teamwide ailment immunity (to all femme/lady demons) so shutting down their passives is practically impossible. Passionate Rage from Atropos procs before the start of every enemy turn, blowing up any frail demons before they get to do anything, and since its a 2-hit skill, it can break any endures. This is especially so against fast teams as they trade bulk for speed and damage, they'll most likely die or take severe damage before their turn even starts. SurtA gave them more damage potential meaning they arent gonna be mostly passive and can punish teams who used to exploit their inability to kill immediately, plus his passive blows up the enemy team upon death, easing their T1 matchup even more. Purple SurtA and Lachesis have IS and with their low team speed reaching 8-9k+, they're most likely gonna outslow and having double IS go off limiting the enemy team's ability to act. Masakado is also used for IS and packs a serious punch with his Phys skills. Ulice is also ran for a more obnoxious build that also drains MP meaning powerful attack cannot be used as often, although Angra's popularity does not make this as good as it was before. Unfortunately for the sisters, innovative players have come up with plenty of direct counters and the introduction of Angra and Teal Flauros Hallel allowed Repel teams to halve Atropos' damage output w/o the use of sub-optimal repel elec demons such as Aniel and Gabriel, as well FlaurosH being a source of magic revive seal meaning dodge build are useless. Giving rise to the current Repel team build. In short, Sisters synergize extremely well and have access to demons that further their longevity or cover up their passivity, requiring obsecenely high damage and/or the highly coveted revive seal to have even have a fighting chance.
- Angra Mainyu Ailments: Sounds as obvious as its name lol. Ailments shut down most teams and are often fast to ensure they get to apply their ailments before the enemy team can kill off their ailment user(s) or the team outright dies as its super frail. Angra Mainyu makes all if not most ailment users obselete with 16 Scourges being all ailments in 1 plus fractional damage. Often paired with Barrier breakers like Motoko, Nergal or simply even Barrier Break Karti/Hres. Motoko removes barriers and applies Bind + Mute and can bring damage to all enemies with an ailment. Nergal also removes barriers but brings AOE weak thus ALL of the ailments from 16 Scourges will stick. Teams without a cleric will most likely lose especially with Angra burning the team with fractional damage (even more with Motoko). Unfortuantely for this team, if they get outsped, they'll lose outright and look what fast team is popular right now lol. Dai and Yuri bring cleansing and are quite common to see, panelled Sisters are outright immune to all ailments and can kill off some of the ailment users before they even get to act (Passionate Rage), even opposing Angras are highly resistant to Ailments especially in purple and are often ran as a pseudo-cleric in slower teams, same with Pales. Another risk of ailment teams is that Ailments are innate RNG, without weak and barring mute, not all ailments will stick and anyone of the enemy demons can break out on turn 1. Great team for revenges and capitalizes on Angra's broken 16 Scourges but is super risky and many teams are running a cleric or have demons that are outright immune/highly resistant to ailments.
- Demiurge Anti-pierce: The false god descends with passives that aren't original and beefed up with extra flashy bits. The only demon with both Drain and Repel Pierce that punishes enemies who hit into these Drains/Repels, with heals and MP recovery if a drain is hit and Almighty AOE if a repel is hit. This gives the team more variety and flexibilty with the demons used. Demiurge also has fantastic archetype skills, Null Mortal in Purple makes him the only anti-pierce demon that can't be killed outright. Invasion in Yellow provides buff control. Red gives Ars Magna, a hard hitting discounted ST almighty attack. And Null Elec & Force in one (Might as well give us Null all) Ardha is often used for the more balanced approach as he innately drains Fire and Elec, plus he drains Phys in Teal which covers 3 elements already, but he's no drain fodder, he hits hard and can provide even more heals to sustain the team. Angra is also paired (Who would've guessed) to add extra Elec immunity to shut down Passionate Rage even more, plus he generates MP for the team to fire off powerful attacks for the first 2 turns. However, demiurge lacks IS when compared to Atav, thus Masakado and/or SurtA is also used for that sweet IS if they get outsped, hell even Atav is sometimes ran so that Repel pierce is live longer while also having that IS. Fast varients exist by using Herokado and ShivA for the extra press turn and Almighty Phys AOE + Drain Fire & Elec (and Force in Teal) to nuke the enemy team down. Even Anat is used for that Elec immnunity and the powerful combo of Thunderstorm + Killer Impulse. Overall, this is a super flexible team that can fit in more Drains & Repels and can either go slow or fast to beat certain teams.
- Double IS: No you don't get to have 4 (or 5) turns. Good ol' reliable is still reliable as ever. Press turns are a key factor in winning fights, and by limiting them means the enemy does not get to maximize their set up turn 1 especially so for T1 teams who aim to win in the 1st turn. Masakado is a stacked demon with IS, Phys Pierce, a counter, Phys AOE, ST Phys that can mortal and an insane p2&3. And since IS teams aim to be as slow as possible, Masa fits perfectly with below average AGI. Other fellow IS users include Purple Atav, Purple SurtA, Clear Surt, Purple Zhong Kui and Purple (Who would've guessed) Baihu. Clear Surt, Puprle ZK and Baihu are all fusuable give all players access to this team style albeit not as powerful as Masa, SurtA and Atav. They By limiting press turns, they'll survive the enemy's 1st turn, then proceed to fire off powerful attacks and kill off problematic enemy demons. IS teams only need 2 core demons as IS only can reduce 2 press turns max, thus they can fit in powerful offensive demons (Guan Yu, Mother Harlot, Susano-o A, etc.) or great support demons (Ulice, Nebiros, XWM, Asherah, Lv1 Ananta, Orcus, Nid, Heca, etc), or even fit into other team compositions like Repel or Drain teams. Unfortunately for them, Parvati is made to punish IS users, giving her allies 1 MP for each press turn reduced, allowing powerful attacks to be fired off on the 1st turn w/o the use of divine brands. And Herokado opposes Gen Masa with 1 extra press turn for his party. Another weakness is if they get outslowed, they'll struggle to dish out damage as they tend to not be able to use their best attacks if they don't go second, making them food for sisters who tend to outslow IS teams unless they run lv1 demon for the lowest speed possible, or even opposing IS teams, even then strong ST nukers with cheap attacks can kill an attacker and they're damage output will be reduced signifcantly. An extremely splashable team style that can fit in with other team styles or other attacking/supporting demons that will remain consistent no matter the meta, but has its counters.
- Archangels: I speak unto the filth. Despite their divine nature, Archangels (AA in short) are underwhelming when compared to other fast builds. The team is based around the passives of the 4 Archangels that activate when there are at least 3 Heralds or Divine race demons alive in the party. As all of the 4 Archangels are Heralds, their passives synergize with each other and will buff their Light + their own respective attacking element by 10% and it stacks. Uriel the first of the angels specializes in Fire damage. With his passive God's Fire dealing random piercinge Fire damage that increases the party's ATK and reduces the enemy team's DEF if P2 is unlocked. His attack Sunrise deals piercing AOE Fire damage that revives a random dead ally at 1/2 HP (Quite useless imo). This makes Uriel a must have as currently, w/o the offensive buffs, AAs fail to nab kills and as per usual for fast teams, are quite frail and will lose if they do not win t1 or have the enemy team extremely weakened to a point they are uanble to make comeback. Next is Raphael, his passive God's Blessing heals the party, raises their DEF and lower's the enemies' ATK if P2 is unlocked. Tailwing deals piercing random Force Damage and revives a random ally. He is the weakest of all the AAs and is rarely used as healing and defensive buffs are not as useful as the team is quite frail. Gabriel is up next her passive God's Word deals piercing AOE Light damage, buffs the team's EV/AC and lower the enemies' with P2. Ascension is a strong piercing ST Light attack that as usual revives a dead ally. She's another important member due to God's Word dealing big AOE damage especially with all the other passives plus her own boosting Light damage by 10% each and Ascension can nuke down any anti pierce demon. Last of the 4 currently released AAs is Aniel. His passive God's Grace gives the party 2 MP and 5Es. With Glorious Bolt dealing ST Elec damage that gives the party 1 MP. While not a must have, Aniel still allows the team to fire off their strongest attacks w/o the use of divines and can use Spell Brands instead for more damage. However his passive activating on the enemy's turn is bad as the team will only get to use the surplus of MP once after the enemy's as they'll most likely die or weakened to a point that they lose 1 Herald and their passives cannot activate. Lastly while not a biblical AA, Sraosha helped the team immensely as he's the fastest Herald currently and gives the team Phys damage and with his high crit rate, means they'll get an extra 1/2 press turn and his passive is basically a Phys North Wind with Pierce. This allows the team to fulfil the 3 Herald requirement while still managing a high team speed. The core currently is Uri, Gabe and Srao with the last slot either a fast demon like Hres (North Wind + Soul Judgement is nuts), another Herald (Mostly Aniel) or another strong support (Herokado for the extra turn, Angra for the MP and chip, etc.). Unfortunately the requirements of having 3 heralds means they have less flexibility on who can be fit in. They are also competing with Herokado T1 for a fast and deadly team which the latter tends to be a lot faster, is more flexible in team building and deals more damage overall. They also have to sacrifice either speed or damage for the other. Slower teams are also more resillient nowadays and in higher rankings, teams generally beat AAs while still maintaining consistency in beating other top meta teams. Overall they are a strong build but struggle against the top dogs and is a case example of teams punished by the insane powercreep of the game.
- Midrange: Oh how the mighty have fallen! This team build focuses on random battles allowing the player to climb the pvp ladder quickly. As such, they focus on a balanced playstyle that can offer answers/counters to most of the commonly seen pvp teams. This means they have tons of variety and flexibility in terms of demons that can be used. They do not mind going first or second and as such team speed is not as much of a priority when compared to other team builds (still important but not something they focus on a ton). Offense wise, they have access to the best attackers in the meta such as Hecate who provides strong ST dark damage with ailment immunity (also can be a pseudo cleric thanks to her ailment immunity!) and passive sustainability (and MP regeneration if p2), Gen Masa for IS, high Phys damage and Mortal for removal of pesky demons, SK for the Almighty Phys Revive Seal, QuetzA for powerful sweeping Fire AOE and his ability to revive himself + an extra Press Turn to reverse the tide of battle if need be, Guan Yu who is the Phys version of Hecate but lacks Ailment immunity but makes up for it in the ability to crit and snowball for each kill, and many others that will take forever to list off. For defensive/support options, revivers are important as they want to survive against teams with high DPS such as Herokado T1 and Double IS teams, as such, XWM and mommy Asherah are key demons as well as being high HP tanks so if QuetzA is ran, his revive will activate and by passing on the tank's turn, he can fire off 2 waves of Aztec Pulse. XWM also provides buff control with Goddess' Fan and her passive instantly revives an allied that has been killed (unless they were revive sealed) and Ashe refunds an extra Press Turn giving more offensive pressure. Orcus provides AOE damage reduction for each weakness in the team plus doesn't give the enemy 1/2 Press Turns when they hit a weakness and when paired with demons that have tons of weakness and/or have form of team wide damage reduction like Slime, Hecatoncheires, Gogmagog, etc. Daisoujou is the quintessential cleric and punishes charm inflictors with an AOE mute. Purple Ananta provides all 3 auto buffs and if at lv1, the team's speed is reduced significantly and allows them to potentially outslow IS teams. Nidhogger is a pure tank who can never die as long as the enemy team continues to attack his teammates foolishly, healing the majority of his HP and gets Null Mortal so he can't be killed outright alongside his innate Enduring Soul to survive more, and with Recarmdra, allows the team to make a comeback especially against T1 teams. This makes him QuetzA's BFF as Nid will continue to live allowing QuetzA to come back and reverse sweep. Despite all these options they suffer greatly due to powercreep as they also suffer from 4TSS. They want a cleric, damage dealers, tanks, strong support, revivers, Revive Seal, Buff Control, etc. in order to succeed plus, with more anti-midrange builds on the rise and needing the right damage dealers to not get blocked by repel teams (the common repel team build repels Phys, Fire, Ice, Elec and Dark, plus Light if Vairo is used and Force if Yuri is used). Plus, Sisters can survive longer than Midrange teams unless they stack tons of revives and/or have revive seal, otherwise Atropos and SurtA can deal tons of damage over time on top of the defense support racking up damage every turn once it is active will wear down the team greatly. Despite being still great for random battles, they struggle against the top team builds and will need a new demon that facilitates to this team build. Also not as great as a defense team since AI doesnt use pass on defense and will make unoptimal plays.
- Non-Angra/Pale Rider Ailments: No Angra? Too bad. Similar to Angra Ailments but the game plan is different. Instead of slowly burning the enemy team and locking them out of their skills, Pale Rider is used instead to capitilize on his passive, Pestilence, which inflicts huge fractional damage on poisoned enemies. Thus, poison inflicters are mandatory in order to have Pestilence live turn 1. Binders and Muters are needed to shut down the enemy team so regulars like Motoko are a used. Special mentions to Nergal + P3 Chernobog combo, where when Nergal removes barrier + weak, activating Chernobog's passive applying AOE poison followed by AOE bind from P3. Samael is also great for this team as his P3 removes barriers every turn so if P2 XWM who revived a dead ally and casts AOE barriers, Samael will ensure the barriers will not mess up the team, plus his high Luck and God's Malice allow him to inflict any ailment the team is missing out. P3 Alice with Dark Pierce Weak is needed to remove clerics like Dai and Yuri who would otherwise hard counter this team. Unfortunately, XWM and many revivers are paired with clerics so Alice would have expend all 3 charges of D4M to even allow the team to have a chance which is not possible with 4 Press Turns. Pseudo-cleric Angra Mainyu in repel/demiurge teams can't even allow alice to remove him as he repels dark anyways, thus hard countering the team. It is however still good for last hour pvp revenge rush as the last hour of each pvp season tend to run pure stall teams to either stall the time so players get attacked more/don't get enough time to revenge and thus don't usually run clerics barring Sisters and Repel double IS teams with a cleric. Otherwise, this team is average at best and without angra, ailments fall flat generally in pvp.
TL;DR Angra is broken lmao