Name
|
Best Archetype(s)
|
PVE
|
PVP
|
PVE |
PVP |
Offense |
Defense |
Tournament
|
Harpy
|
|
|
C |
D |
D |
C |
Pros |
- Very high AGI and innate Speedster to help your team go first. Yellow's Solar Downfall synergizes with this, debuffing the enemy to help you win on the first turn. If buffs are handled, Clear simply offers more AGI.
- Harpyia's Wings inflicts Bind and Mute on all enemies when going first, potentially stopping their chain effects before they have a chance to activate. It also deals Bulwark-piercing AoE damage (2 times per player turn), adding some damage pressure.
- Wind Trick pierces Bulwarks and restores 2 MP to the team (2 times per player turn), helping ensure your team has enough MP to attack.
- Great panels that offer more speed, personal damage, and a team-wide damage aura.
- No weaknesses.
|
Cons |
- Needs to go first - she lacks bulk and Null Mortal, and her Bind/Mute only works on her own team's turn. This also makes her healing chain less useful, as incoming damage will likely just kill her outright before it can activate.
- Her LUK isn't very high and she lacks ailment chance boosters, so she may have trouble inflicting Bind/Mute.
- Wind Trick has no levels.
- Difficult to panel due to being a banner-exclusive 4★ (need 12 dupes total for panel 3, can't use universal spirits, etc).
|
Notes |
- If using her for Democalypse, consider using Red, since Mazandyne has more power (120) than Wind Trick (100).
- Low MAG stat, but her chains plus Wind Trick effectively mean she's dealing 170 power across her 2 actions per turn. This paired with 70% damage boost from her passive and panels means she has deceptively high damage potential, especially for a 4★.
- The healing chain also triggers if you hit yourself. This has some interesting synergy with Narcissus, who is guaranteed to hit his own party.
- Her Clear version was an event reward, and probably won't get a rerun.
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Synergies |
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