Party Mothman/Builds

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Role Summary

Name Best Archetype(s) PVE PVP
PVE PVP Offense Defense Tournament
Party Mothman.jpg Party Mothman
Purple Purple - - - -
Pros
  • Fortune's Gale is a Force AoE that pierces Bulwarks and gives him Might with every cast, ensuring he can crit frequently.
  • At the start of a boss fight, gives the party a 1-turn offensive buff swing and an extra press turn, as well as giving himself Might.
  • Whenever he gains Might, he inflicts Bind and Weak to all enemies, up to 2 times per turn.
  • If any enemies become Bound, then they receive a follow-up hit of Bulwark-piercing Force damage.
  • 50% Elec damage reduction for his team.
  • With panels 1 and 2 unlocked, he can act as a cleanser and Weak ailmenter for Brands of Sin: Wrath.
    • However, he will still need an ally to set up Curse afterwards.
Cons
  • Weak to Force.
  • Fortune's Gale will spend Might on its weak 50-power AoE starter, rather than the 100-power AoE follow-up. Since Mothman doesn't have innate crit rate boosters, the 100-power AoE will probably fail to crit.
  • Brands of Sin: Wrath applies 50-80% damage reduction to attacks other than Phys or Fire, and 40-150% damage reduction to attacks that aren't critical hits. This, combined with the Might-spending issue, means Mothman probably won't deal much damage with his Force attack. In Wrath 14, the 100-power follow-up will most likely deal 0 damage.
  • He is only immune to Poison, Curse, and Weak specifically, and only cleanses those ailments, so he's not useful as a general-purpose Cleric.
  • Bind generally doesn't work on bosses and in higher-end PvE.
Notes
  • For Wrath, just use Oumitsunu instead.
  • He can be obtained from the Dx2 Duel exchange, and this shop also sells spirits to panel him.
  • Bind's inclusion seems to just be a flavor thing, possibly referencing how normal Mothman has a Bind skill.
  • Underwhelming awakening skills. They just seem to be a reference to normal Mothman.
Synergies