Difference between revisions of "Pales/Builds"

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(Role Summary)
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*Unlike other Racial combos, [[Vile Glare]] and [[Cry of the Poor]] both work even with just 1 other partner, which allows a lot more freedom in team building.
 
*Unlike other Racial combos, [[Vile Glare]] and [[Cry of the Poor]] both work even with just 1 other partner, which allows a lot more freedom in team building.
 
*Incredible synergy with Vile [[Demiurge]] - [[Demiurge]] helps to fulfill the Vile requirement, while [[Pales]] has three Repel and Drain resistances to complement [[False God]] and [[Supreme Creator]].
 
*Incredible synergy with Vile [[Demiurge]] - [[Demiurge]] helps to fulfill the Vile requirement, while [[Pales]] has three Repel and Drain resistances to complement [[False God]] and [[Supreme Creator]].
*With Panel 1 unlocked and a [[Rallying Survivor]] transfer, he can stack up to 105% increased ailment recovery, which means a confirmed Turn 1 recovery from Bind and Charm. This allows him to run a Pseudo-cleric set with a [[Prayer]] transfer.
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*With Panel 1 unlocked and a [[Rallying Survivor]] transfer, he can stack up to 85% increased ailment recovery, which means a confirmed Turn 1 recovery from Bind and Charm. This allows him to run a Pseudo-cleric set with a [[Prayer]] transfer.
 
*Teal patches up his Fire weakness, while Yellow provides him discounted [[Recarmdra]] to further support the team.
 
*Teal patches up his Fire weakness, while Yellow provides him discounted [[Recarmdra]] to further support the team.
 
|con=
 
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Revision as of 14:02, 7 August 2022

  Info   Builds   Lore    

Role Summary

Name Best Archetype(s) PVE PVP Democalypse
PVE PVP Offense Defense Prelim Boss
Pales.jpg Pales
Teal Teal Yellow 2 3 3 1 1
Pros
  • Vile Glare provides Intimidating Stance when paired with another Vile, Drake or Jaki demon. This stacks up to twice, giving you double Intimidating Stance if you run two other partners instead.
  • Cry of the Poor deals Fractional damage at the end of turn, which is useful for cleaning up Endures. If you have three or more Vile/Jaki/Drake demons alive, it will instead of proc twice, letting it break multiple Endures in one go.
  • Unlike other Racial combos, Vile Glare and Cry of the Poor both work even with just 1 other partner, which allows a lot more freedom in team building.
  • Incredible synergy with Vile Demiurge - Demiurge helps to fulfill the Vile requirement, while Pales has three Repel and Drain resistances to complement False God and Supreme Creator.
  • With Panel 1 unlocked and a Rallying Survivor transfer, he can stack up to 85% increased ailment recovery, which means a confirmed Turn 1 recovery from Bind and Charm. This allows him to run a Pseudo-cleric set with a Prayer transfer.
  • Teal patches up his Fire weakness, while Yellow provides him discounted Recarmdra to further support the team.
Cons
  • Weak to Fire, which hurts a lot against Surt A and Atropos.
  • No innate skills means he relies heavily on transfer skills to do anything at all.
  • Very underwhelming without Demiurge.
Notes
  • Part of the Vile Team, together with Pales, Demiurge and Ladon. This combination has Anti-Pierce coverage for every element sans Force, has access to double Intimidating Stance thanks to Pales and is generally very bulky.

PvE Builds

PvP Builds

Archetype(s)

  • Yellow: Discounted Prayer to pair with his high ailment recovery to become a pseudo cleanser
  • Teal: Null Fire to cover his weakness

Skill Transfers

Strong passives to support the anti-pierce playstyle of the Vile team.

Passives:

  • Rallying Survivor: Adds more ailement recovery + endure.
  • Epitome of Endurance: Adds bulk + lowers team speed to ensure Vile Glare triggers as much as possible.
  • Epitome of Fortitude: Adds bulk + crit resistance. Great against physical oriented teams.
  • Null Bind: Protects him from bind so Vile Glare and Cry of the Poor will always trigger.
  • Evade: Provides added evasion to pair with his high Luck.
  • Auto Skills: Provides buff control if needed.
  • Lunar Prosperity/Downfall: Same as the autos but 2 in 1. Lunar is more useful since he is an IS demon.
  • Dodge: Early game/budget option.

Other/Misc. Skills:

  • Enduring Soul/+: Adds survivability
  • Prayer: Great for cleansing due to his high ailment recovery to become a pseudo cleanser while running teal.

Brands

  • Stat priorities: HP%.
  • Life: Adds more bulk to live as long as possible.
  • Lead: Ensures he goes first to cleanse.
  • Ward: Protects him from ailments for 3 turns.
  • Dodge: Pairs well with his P1 + any evasion transfers for a dodge tank build.

Mitama

  1. VIT (20): To boost his HP.
  2. LUK (10): Increases his chances of dodging and recovering from ailments

Build(s)

Ugh. The beast is demonic in nature, very icky, no good.
ArchTeal.png Transferred Skills Notes:

The corner stone of the Vile team core (Demiurge, Echidna and Pales). Granting double IS and buff control on T1, while providing 2 fractional damage hits to clean up any remaining enemy demons. Without Pales, the Vile team loses to strong ailment inflicters/teams. Prayer is transfered as Teal can cover up his weakness. Lead ensures he goes first in the team order so he can cleanse ASAP.

Rallying Survivor Prayer
Infused Mitama
Vi 20 Lu 20
Brands
Life + Lead with HP%
Target Stats
-