Difference between revisions of "Adramelech/Builds"

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! rowspan="2" | PVE
 
! rowspan="2" | PVE
 
! colspan="2" class="unsortable" | PVP
 
! colspan="2" class="unsortable" | PVP
! colspan="2" class="unsortable" | Democalypse
 
 
|- style="vertical-align: middle;"
 
|- style="vertical-align: middle;"
! style="width: 100px" class="unsortable" | PVE !! class="unsortable" | PVP !! Offense !! Defense !! Prelim !! Boss
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! style="width: 100px" class="unsortable" | PVE !! class="unsortable" | PVP !! Offense !! Defense
 
|-
 
|-
<section begin=tierentry />{{TierDataBeta|demon=Adramelech|pvebest1=Purple|pvpbest1=Purple|pvpbest2=Teal
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<section begin=tierentry />{{TierListData|demon=Adramelech|pvebest1=Purple|pvpbest1=Purple
|pve=3
+
|pve=S
|offensive=5|defensive=5
+
|offensive=B|defensive=B
|democPrelim=5
 
|democBoss=5
 
 
|pro=
 
|pro=
*[[Sun God's Majesty]] punishes any form of MP restore, burning 1 MP and dealing 30% Fractional damage to their entire team, while also renewing Barriers for your team. This makes him an incredibly strong counter to MP-batteries like [[Alice A]], [[Angra Mainyu]] and [[Beelzebub☆]].  
+
*[[Sun God's Majesty]] punishes any form of MP restore, burning 1 MP and dealing 30% Fractional damage to their entire team, while also renewing Barriers for your team. This makes him an incredibly strong counter to MP-batteries like [[Alice A]], [[Camael]] and [[Demeter]].
*In addition, [[Sun God's Majesty]] provides him Fire Pierce and more importantly +25% to Fire damage - this gives him a whopping +60% to Fire damage in Purple, even with ZERO transfers and ZERO panels. When combined with [[Sacrificial Inferno]]'s colossal Base Power (which also ignores [[Endure]]s), Adramelech can easily nuke down any target he chooses.  
+
*In addition, [[Sun God's Majesty]] provides him Fire Pierce and more importantly +25% to Fire damage - this gives him a whopping +60% to Fire damage in Purple, even with ZERO transfers and ZERO panels. When combined with [[Sacrificial Inferno]]'s massive Base Power (which also ignores [[Endure]]s and Bulwark), Adramelech can easily nuke down any target he chooses.  
*But wait, there's more! [[Sun God's Majesty]] also provides a 3-turn [[Luster Candy]] at the start of battle, aiding you in winning the buff war. With Panel 2 unlocked, it further chains into a 3-turn [[Debilitate]], literally swinging every buff by himself for free.
+
*But that's not all! [[Sun God's Majesty]] downgrades the enemy's Fire resistances by 2 stages - meaning that anyone who doesn't NDR Fire is now Weak to it. This also completely shuts down anti-pierce for Fire. This gives him synergy with Fire nukers like [[Elohim]] and [[Lost Name]].
*To cap it off, [[Sun God's Majesty]] gives him +20% Max HP if fully levelled. Paired with his passable VIT-stat and innate [[Fire Survivor]], this makes him surprisingly bulky, especially if [[Epitome of Endurance]] is transferred.
+
*To cap it off, [[Sun God's Majesty]] also provides a 3-turn [[Luster Candy]] at the start of battle, aiding you in winning the buff war. With Panel 2 unlocked, it further chains into a 3-turn [[Debilitate]], literally swinging every buff by himself for free.
*He can be left at Lv 1 for even more speed control, since [[Sun God's Majesty]] deals fixed damage regardless of his level. This in turn allows him to run Teal for [[Null Ice]] instead, letting him cover his weakness.
+
*Trivializes a lot of PvE content, due to opening up a Fire weakness where normally a weakness would not exist. [[Hell's Park]] 100 is a prime example of this, where King Frost's anti-pierce Null can be bypassed by reducing his Fire resistance to Neutral, letting a Fire team sweep the fight with ease.
 +
*Great panels, with a built-in [[Infinite Chakra]] in Panel 1, a [[Rakunda]] effect when [[Sacrificial Inferno]] is cast in Panel 2, a 120 BP AoE Fire attack when he strikes a weakpoint in Panel 3, and a follow-up to [[Sun God's Majesty]]'s MP burn effect that burns 1 MP (making it counter [[Camael]] or [[Demeter]]) and decreasing the Fire affinity of all enemies by 1 (which guarantees all enemies are weak to Fire) in Panel 4.
 
|con=
 
|con=
*Weak to Ice unless Teal.  
+
*Weak to Ice unless Teal.
 
*High AGI makes him awkward to fit into slow teams, more or less mandating [[Epitome of Endurance]].
 
*High AGI makes him awkward to fit into slow teams, more or less mandating [[Epitome of Endurance]].
 +
*
 
|notes=
 
|notes=
*Remember when we thought [[Warlord's Wrath]] was overloaded? [[Sun God's Majesty]] literally exceeds Twitter's character limit.
 
 
}}<section end=tierentry />
 
}}<section end=tierentry />
 
|}
 
|}
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== PvP Builds ==
 
== PvP Builds ==
 +
===Archetype(s)===
 +
* Purple: Master Assassin to boost ST damage for Sacrificial Inferno, boosting it by 60% accounting for his other passives.
 +
* Teal: Null Ice to cover his weakness.
 +
 +
===Skill Transfers===
 +
Damage Boosters to nuke enemies with Sacrificial Inferno. Passives can be used since his base kit already provides tons of damage boosts.
 +
 +
Damage Boosters:
 +
* Fire Amp: Highest Fire damage modifier plus it stacks with Sun God's Majesty already being an innate Fire Amp itself.
 +
* Fire Enhancement:  Fire damage modifier + additional damage when hitting weakness.
 +
* Fire Boost: Early game/budget option.
 +
* Assassin: Early game/budget option.
 +
 +
Passives:
 +
* Epitome of Endurance: Adds bulk + lowers team speed. Useful if using in a slow team build.
 +
* Epitome of Fortitude: Adds bulk + crit resistance.
 +
* Auto skills: Provides buff control.
 +
* Solar/Lunar Skills: Same as autos but 2 in 1. Solar for faster team builds and Lunar for slow teams.
 +
 +
Other/Misc. Skills:
 +
* Enduring Soul/+: Adds survivability
 +
* Speedster: Boosts team speed if needed.
 +
 +
===Brands===
 +
*Stat priorities: Mag ATK%, HP%
 +
* Life: Adds more bulk
 +
* Spell: Boosts damage output.
 +
* Divine: Allows him to spam Sacrificial Inferno
 +
* Ward: Protects him from ailments for 3 turns.
 +
* Shield/Guard: Increases Mag/Phys DEF for more tankiness.
 +
* Speed: Boosts team speed if needed.
 +
* Lost: For even more damage.
 +
 +
===Mitama===
 +
# MAG (20): To boost damage output
 +
# VIT (20): Increases his bulk
 +
 +
===Build(s)===
 +
 +
{{DemonBuild
 +
|use=How about this?
 +
|archetype=Purple
 +
|skill1=Epitome of Endurance
 +
|skill2=Fire Amp
 +
|stmitama=
 +
|mamitama=20
 +
|vimitama=20
 +
|agmitama=
 +
|lumitama=
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|brands=Life + Shield/Guard with Mag ATK%
 +
|lvreq=
 +
|hpreq=
 +
|mdefreq=
 +
|matkreq=
 +
|pdefreq=
 +
|patkreq=
 +
|acreq=
 +
|evreq=
 +
|buildnotes=The Angra counter. Ward isn't as important since he himself casts team-wide barrier whenever the enemy gains MP through a chain effect (usually via Angra). Fire Amp gives Adra an absurd 85% increase to Sacrificial Inferno's damage, allowing him to easily kill most targets or severely damage them. With his passive + P2, it swings buff control entirely in the team's favor clearing up some skill slots that would've been used for autos/solar/lunar skills on your other demons. Pair with Ulice to completely prevent Angra from amping his teammates' MP. Extremely potent in many slow builds and can be used with Demiurge to punish SurtA users.
 +
}}

Latest revision as of 11:30, 8 January 2024

  Info   Builds   Lore    

Role Summary

Name Best Archetype(s) PVE PVP
PVE PVP Offense Defense
Adramelech.jpg Adramelech
Purple Purple S B B
Pros
  • Sun God's Majesty punishes any form of MP restore, burning 1 MP and dealing 30% Fractional damage to their entire team, while also renewing Barriers for your team. This makes him an incredibly strong counter to MP-batteries like Alice A, Camael and Demeter.
  • In addition, Sun God's Majesty provides him Fire Pierce and more importantly +25% to Fire damage - this gives him a whopping +60% to Fire damage in Purple, even with ZERO transfers and ZERO panels. When combined with Sacrificial Inferno's massive Base Power (which also ignores Endures and Bulwark), Adramelech can easily nuke down any target he chooses.
  • But that's not all! Sun God's Majesty downgrades the enemy's Fire resistances by 2 stages - meaning that anyone who doesn't NDR Fire is now Weak to it. This also completely shuts down anti-pierce for Fire. This gives him synergy with Fire nukers like Elohim and Lost Name.
  • To cap it off, Sun God's Majesty also provides a 3-turn Luster Candy at the start of battle, aiding you in winning the buff war. With Panel 2 unlocked, it further chains into a 3-turn Debilitate, literally swinging every buff by himself for free.
  • Trivializes a lot of PvE content, due to opening up a Fire weakness where normally a weakness would not exist. Hell's Park 100 is a prime example of this, where King Frost's anti-pierce Null can be bypassed by reducing his Fire resistance to Neutral, letting a Fire team sweep the fight with ease.
  • Great panels, with a built-in Infinite Chakra in Panel 1, a Rakunda effect when Sacrificial Inferno is cast in Panel 2, a 120 BP AoE Fire attack when he strikes a weakpoint in Panel 3, and a follow-up to Sun God's Majesty's MP burn effect that burns 1 MP (making it counter Camael or Demeter) and decreasing the Fire affinity of all enemies by 1 (which guarantees all enemies are weak to Fire) in Panel 4.
Cons
  • Weak to Ice unless Teal.
  • High AGI makes him awkward to fit into slow teams, more or less mandating Epitome of Endurance.
Notes -

PvE Builds

PvP Builds

Archetype(s)

  • Purple: Master Assassin to boost ST damage for Sacrificial Inferno, boosting it by 60% accounting for his other passives.
  • Teal: Null Ice to cover his weakness.

Skill Transfers

Damage Boosters to nuke enemies with Sacrificial Inferno. Passives can be used since his base kit already provides tons of damage boosts.

Damage Boosters:

  • Fire Amp: Highest Fire damage modifier plus it stacks with Sun God's Majesty already being an innate Fire Amp itself.
  • Fire Enhancement: Fire damage modifier + additional damage when hitting weakness.
  • Fire Boost: Early game/budget option.
  • Assassin: Early game/budget option.

Passives:

  • Epitome of Endurance: Adds bulk + lowers team speed. Useful if using in a slow team build.
  • Epitome of Fortitude: Adds bulk + crit resistance.
  • Auto skills: Provides buff control.
  • Solar/Lunar Skills: Same as autos but 2 in 1. Solar for faster team builds and Lunar for slow teams.

Other/Misc. Skills:

  • Enduring Soul/+: Adds survivability
  • Speedster: Boosts team speed if needed.

Brands

  • Stat priorities: Mag ATK%, HP%
  • Life: Adds more bulk
  • Spell: Boosts damage output.
  • Divine: Allows him to spam Sacrificial Inferno
  • Ward: Protects him from ailments for 3 turns.
  • Shield/Guard: Increases Mag/Phys DEF for more tankiness.
  • Speed: Boosts team speed if needed.
  • Lost: For even more damage.

Mitama

  1. MAG (20): To boost damage output
  2. VIT (20): Increases his bulk

Build(s)

How about this?
ArchPurple.png Transferred Skills Notes:

The Angra counter. Ward isn't as important since he himself casts team-wide barrier whenever the enemy gains MP through a chain effect (usually via Angra). Fire Amp gives Adra an absurd 85% increase to Sacrificial Inferno's damage, allowing him to easily kill most targets or severely damage them. With his passive + P2, it swings buff control entirely in the team's favor clearing up some skill slots that would've been used for autos/solar/lunar skills on your other demons. Pair with Ulice to completely prevent Angra from amping his teammates' MP. Extremely potent in many slow builds and can be used with Demiurge to punish SurtA users.

Epitome of Endurance Fire Amp
Infused Mitama
Ma 20 Vi 20
Brands
Life + Shield/Guard with Mag ATK%
Target Stats
-