Pros |
- Great damage, with high Mag and up to 95% damage boost from his skills and panels.
- Tanky with high Vit, 50% damage reduction while Charmed, and immunity to all ailments except Charm. He Charms himself at the start of his every action, as well. Panel 2 increases this damage reduction by 20% but for the whole team and any ailment, while panel 3 adds 50% crit rate reduction.
- Whenever he gets Charmed, whether by himself or by the foe, he casts a Bulwark-piercing, Charming revenge AoE and gives Bulwarks to his team. This makes it very dangerous for Charm-based attackers to attack into him, as they risk getting their own team Charmed and giving the enemy team more bulk in response.
- His unique Standard Attack from Merciless Love and Red's Love Pain have Remnants, ensuring he always uses only half of a press turn when he acts. While he will hit his team with the first hit of each of these (since he's Charmed), it's weak enough that the Bulwarks should soak it, and the strong follow-up chain effects are guaranteed to target the enemy team instead.
- At the end of his team's turn, he hits all Charmed enemies with Mortal.
- Does not require any MP in order to operate (aside from Love Pain) - he can always use his Standard Attack. Therefore, he cannot be stopped by Spirit Chains of Indignation.
- Yellow grants his team +75% Charm auto cure rate. While this kind of boost is usually not important, his boost is so large that teammates will be able to recover from Charm instantly - provided the foe does not reduce auto cure rate.
- Every color has a justifiable use:
- Clear boosts his damage, even if only a little. It's the only one of his colors that does so.
- Red adds Love Pain for more single-target damage and extra chances to charm enemies (although it's RNG as to whether he'll use it)
- Purple increases his own bulk, grants an endure, and decreases enemy auto cure rate of Charm (mainly to counter-play against Yellow Narcissus).
- Yellow focuses on team bulk by casting a DEF buff at start of enemy turn, and drastically increasing the team's auto cure rate for Charm.
- Teal covers his weakness and can synergize with Drain Pierce.
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Cons |
- Weak to Fire unless Teal.
- Since he Charms himself constantly, you can't choose his actions. To consistently damage the enemy, he needs to use either his Standard Attack or Love Pain - therefore, his transfers need to be passives as to not disrupt this.
- Heavily reliant on chain effects from passives, and thus is shut down hard by Spirit Chains of Suppression.
- Anti-synergy with Demeter, who will make Narcissus immune to his own Charm, disabling many of his chain effects.
- Anti-synergy with anti-pierce on Force. If he hits a teammate that has reinforced Repel/Drain Force, you lose 2 press turns.
- His Mortal effect requires charming the foe, which ranges from very difficult to impossible against late PvE's inflated-stat enemies.
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