| Pros |
- Holy Guidance grants a myriad of helpful passive effects to Armaiti and her team, on top of making her not consume a press turn icon when attacking once per turn but also restoring 2MP to her party. It also has the benefit of making enemies afflicted with spirit chains receive 15% more damage and deal 30% less damage, possibly giving Armaiti deceptive bulk.
- In addition, Holy Guidance not only grants Armaiti Concentrate at the start of the battle, but also grants Charge to the ally with the highest physical attack. This can set up already powerful physical attackers like Fionn mac Cumhaill to dish out some monstrous damage.
- Armaiti's order crest can apply Salvation to enemies at a decent pace, as it only needs two inscriptions to activate. When completed, one count of Salvation is applied to the enemy with the highest Max HP.
- The inscription requirements are easy to fulfill, as simply using Pure Faith gives one inscription, and she will gain two inscriptions when an enemy recovers MP.
- Speaking of Pure Faith, it is a decent offensive skill. While its upfront damage can be somewhat lacking, it is somewhat made up for by applying one count of Salvation to the target, putting them on a time limit.
- Excellent awakening skills. Immortal Holiness gives her a much needed boost to her bulk with +50% to Max HP, as well as two endures. The Three Core Virtues is also quite strong, as it gives her +15% to magic damage and decreases all enemies light affinity by 3 stages at the start of the battle to give her some extra damage.
- Panels are handy but not really required. Panel 1 adds Null Mute which is nice (however, at the time of writing there are not many Mute users around) and Panel 2 reduces the count of Indignation by 1 and gives her whole team +15% to damage dealt on the house.
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| Cons |
- Poor stats hold her back. If she wants to be bulky, 181 vitality and 1220 HP are not ideal. If she wants to be fast and offensive, her magic stat is passable but 201 agility with no speed boosters is quite underwhelming.
- While her hit taking can be decent when up against enemies afflicted with Spirit Chains, it doesn't take much to remove her without a large amount of damage reduction.
- Outside of Salvation, her damage is underwhelming, and her auto Concentrate and Charge effects only activate at the start of the battle.
- Speaking of Salvation, it is currently in a bad spot in the current meta as Danu offers her party a one time 7500 HP endure (equal to Salvation damage), and she prevents the Salvation damage from ignoring their endure skills as well. Even without Danu, any T2 team worth their mettle will have HP pools greatly larger than 7500HP, especially with all the Fortify spam from Nuwa and Heroine.
- Difficult to justify her inclusion on both offensive and defensive teams, leaving her a as a niche pick.
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