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Bonus Boss is a disambiguation


* '''Lord of the Skies''', meanwhile, has 10% Overdrive Punisher, making it a good choice of Wyrmprint against [[BonusBoss the Cubes]], Sentinels, and the Agitos, bosses who are in Overdrive for most of their fight.

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* '''Lord of the Skies''', meanwhile, has 10% Overdrive Punisher, making it a good choice of Wyrmprint against [[BonusBoss the Cubes]], Cubes, Sentinels, and the Agitos, bosses who are in Overdrive for most of their fight.
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dewicking disambiguation page


* Laxi may well have been one of the worst Flame units released at the time, due to a combination of a GlassCannon build and an unfavorable second Ability that locks the user in place to heal when past a certain HP threshold. '''Gala Laxi''', however, lets these robots prove they can be part of the Flame creme de la creme too (and that they're most definitely ''[[Memes/DragaliaLost not]]'' [[Memes/DragaliaLost a coat rack.]]) They sport ''two'' attack strings, both with a long range; one, used by simply mashing the screen, delivers fast damage, and the other, activated by [[ActionCommands tapping when a spark flashes in their first combo]], hits the same amount of times, but doesn't teleport onto the enemy, and gives higher SP gain and Charge Gauge fill. Their second gimmick is the Charge Gauge, which grants a 20% boost to Defense and 15% boost to Skill Damage and Strength when it's all the way filled. While these don't seem like much, with the sheer amount of times they'll be hitting, those relatively tiny buffs make a ''world'' of difference. They also have the Critical Frenzy Ability, which eventually ramps up to a 12% increase in Critical Rate and a whopping ''40%'' increase in Critical Damage; given the blistering speed of both of her attack strings, this should be easy as pie. But the real cake topper here is [[SuperMode Eden Mode]]. For twenty seconds they summon [[AttackDrone Fig]], which attacks a whopping ''three'' times a second, turning what would normally just be a blazing fast attack string into [[MoreDakka a stream of nigh-constant damage]]. It also dramatically powers up their Skills. Code 14: Conviction is turned into Eden Code 5: Gevurah, which turns it into a flurry of heavy-hitting slashes that inflict Burning. Eden Mode 1 is transformed into Eden Code 1: Keter, which brings a [[JustForPun ga-Laxi's]] worth of pain to whatever it hits, plain and simple. Overall, they're a mean machine that can even manage to squeak past ''[[Franchise/FireEmblem Marth]]'' in terms of DPS. As an added bonus, they have the dual Resistances to Sleep and Stun, which means that they're viable in all Wind content. Their damage potential is so high, they were one of the few Adventurers who were untouched by Version 2.0's rebalances. Oh, and anyone forget about Yukata Cassandra's buff that deals damage proportional to the number of hits made? Volk better cower in a corner when Gala Laxi gets buffed this way.

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* Laxi may well have been one of the worst Flame units released at the time, due to a combination of a GlassCannon build and an unfavorable second Ability that locks the user in place to heal when past a certain HP threshold. '''Gala Laxi''', however, lets these robots prove they can be part of the Flame creme de la creme too (and that they're most definitely ''[[Memes/DragaliaLost not]]'' [[Memes/DragaliaLost a coat rack.]]) They sport ''two'' attack strings, both with a long range; one, used by simply mashing the screen, delivers fast damage, and the other, activated by [[ActionCommands tapping when a spark flashes in their first combo]], hits the same amount of times, but doesn't teleport onto the enemy, and gives higher SP gain and Charge Gauge fill. Their second gimmick is the Charge Gauge, which grants a 20% boost to Defense and 15% boost to Skill Damage and Strength when it's all the way filled. While these don't seem like much, with the sheer amount of times they'll be hitting, those relatively tiny buffs make a ''world'' of difference. They also have the Critical Frenzy Ability, which eventually ramps up to a 12% increase in Critical Rate and a whopping ''40%'' increase in Critical Damage; given the blistering speed of both of her attack strings, this should be easy as pie. But the real cake topper here is [[SuperMode Eden Mode]]. For twenty seconds they summon [[AttackDrone Fig]], which attacks a whopping ''three'' times a second, turning what would normally just be a blazing fast attack string into [[MoreDakka a stream of nigh-constant damage]]. It also dramatically powers up their Skills. Code 14: Conviction is turned into Eden Code 5: Gevurah, which turns it into a flurry of heavy-hitting slashes that inflict Burning. Eden Mode 1 is transformed into Eden Code 1: Keter, which brings a [[JustForPun ga-Laxi's]] ga-Laxi's worth of pain to whatever it hits, plain and simple. Overall, they're a mean machine that can even manage to squeak past ''[[Franchise/FireEmblem Marth]]'' in terms of DPS. As an added bonus, they have the dual Resistances to Sleep and Stun, which means that they're viable in all Wind content. Their damage potential is so high, they were one of the few Adventurers who were untouched by Version 2.0's rebalances. Oh, and anyone forget about Yukata Cassandra's buff that deals damage proportional to the number of hits made? Volk better cower in a corner when Gala Laxi gets buffed this way.
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Blade On A Stick is a disambig


* '''Patia''', a defense buff spammer that happens to have almost everything align in her favor even before her spiral. She uses [[BladeOnAStick the best weapon type]] for a [[SupportPartyMember pure buffer]] (due to good SP gain and reach), has access to the best [[CastingAShadow Agito Weapon skill]] (30% attack rate, which is also a GameBreaker) and is frequently deployed with fellow [[GameBreaker Game Breakers]] Grace (who wants to abuse Healing Doublebuff to help spam Life Shield) and Bellina (who wants to abuse Strength/Crit Dmg doublebuff to deal even more damage) in addition to having access to a 35% Skill Haste dragon to excaberate it further. This would already have been impressive, even if her personal DPS was zero, but her Spiral makes it even worse. Sparrow's Guard now gets an extra 15% strength buff, meaning allies are getting +25-28% strength per use, and her inherent Buff Time was upgraded from 25% to 35%, helping pile on the defense to improve survivability. All this makes Patia a mainstay on any Shadow team, and it is for this reason that most [[ComplacentGamingSyndrome endgame shadow PUBs won't run without one]].

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* '''Patia''', a defense buff spammer that happens to have almost everything align in her favor even before her spiral. She uses [[BladeOnAStick the best weapon type]] type for a [[SupportPartyMember pure buffer]] (due to good SP gain and reach), has access to the best [[CastingAShadow Agito Weapon skill]] (30% attack rate, which is also a GameBreaker) and is frequently deployed with fellow [[GameBreaker Game Breakers]] Grace (who wants to abuse Healing Doublebuff to help spam Life Shield) and Bellina (who wants to abuse Strength/Crit Dmg doublebuff to deal even more damage) in addition to having access to a 35% Skill Haste dragon to excaberate it further. This would already have been impressive, even if her personal DPS was zero, but her Spiral makes it even worse. Sparrow's Guard now gets an extra 15% strength buff, meaning allies are getting +25-28% strength per use, and her inherent Buff Time was upgraded from 25% to 35%, helping pile on the defense to improve survivability. All this makes Patia a mainstay on any Shadow team, and it is for this reason that most [[ComplacentGamingSyndrome endgame shadow PUBs won't run without one]].
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* Being the first of the Agito crew to join as adventurers, '''Ayaha and Otoha''' may be the strongest among the combat medics in the game. For starters, the two of them utilize a dagger and a axe respectively despite their power being based off of the staff and they each possess a unique force strike with Ayaha being able to lower foes attack, and Otoha striking foes multiple times around her. Their first skill Nabe Nabe Sokonuke allows them to swap between each other while dealing damage while also healing the party of all afflictions AND filling the dragon gauge, and each has their own unique secondary skill that heals and gives buffs while doing damage as well. Ayaha's Onigokko stuns the enemy and gives the team the Blue Hagoromo effect which increases wind resistance and adds HP regen, while Otoha's Kagome Kagome burns AND scorchrends the targets while also giving overdamage to the team. Not to mention the secondary skill of the twins can be chained with their shared first one, readying the other twins secondary skill IMMIDEATLY for use after switching. They have amazing passives with Warabe Asobi increasing their affliction resistance every time they switch and giving a strength amp every time they use a skill every 8 seconds. Their other passive Teosenbo and Toryanse reduces damage as long they are not afflicted as well as increasing strength and healing up to a 3 time stack. Finally, for their dragon form, Union automatically gives them a 25% increase in shapeshift time and they will always transform into their beast mode which is INSANELY useful. Their shapeshifted standard attacks alone gives the enemy both lowered burn and scorchrend resistance they get a dragon strike that inflicts both stun and scorchrend, and their dragon skill draws in and damages enemies while inflicting stun, burn, AND scorchrend while healing the team relative to the damage dealt. Oh, and it gives the team a strength amp, a buff that gives the team stun, burn, and scorchrend punishment, hp regen, AND increases their maximum hp on top of that! The only thing that slows them down somewhat is the fact that unlike other adventurers the two have NO resistances to sleep and stun themselves so if they enemy goes for debuffs as soon as the fight start it will be hard to build it up, but that can easily be negated with wyrmprints which work surprisingly well with the two considering how strong they are already. Jaldaboth be warned, your rule means NOTHING to the Twin Wings of Freedom.

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* Being the first only members of the Agito crew to join as adventurers, '''Ayaha and Otoha''' may be the strongest among the combat medics in the game. For starters, the two of them utilize a dagger and a axe respectively despite their power being based off of the staff and they each possess a unique force strike with Ayaha being able to lower foes attack, and Otoha striking foes multiple times around her. Their first skill Nabe Nabe Sokonuke allows them to swap between each other while dealing damage while also healing the party of all afflictions AND filling the dragon gauge, and each has their own unique secondary skill that heals and gives buffs while doing damage as well. Ayaha's Onigokko stuns the enemy and gives the team the Blue Hagoromo effect which increases wind resistance and adds HP regen, while Otoha's Kagome Kagome burns AND scorchrends the targets while also giving overdamage to the team. Not to mention the secondary skill of the twins can be chained with their shared first one, readying the other twins secondary skill IMMIDEATLY for use after switching. They have amazing passives with Warabe Asobi increasing their affliction resistance every time they switch and giving a strength amp every time they use a skill every 8 seconds. Their other passive Teosenbo and Toryanse reduces damage as long they are not afflicted as well as increasing strength and healing up to a 3 time stack. Finally, for their dragon form, Union automatically gives them a 25% increase in shapeshift time and they will always transform into their beast mode which is INSANELY useful. Their shapeshifted standard attacks alone gives the enemy both lowered burn and scorchrend resistance they get a dragon strike that inflicts both stun and scorchrend, and their dragon skill draws in and damages enemies while inflicting stun, burn, AND scorchrend while healing the team relative to the damage dealt. Oh, and it gives the team a strength amp, a buff that gives the team stun, burn, and scorchrend punishment, hp regen, AND increases their maximum hp on top of that! The only thing that slows them down somewhat is the fact that unlike other adventurers the two have NO resistances to sleep and stun themselves so if they enemy goes for debuffs as soon as the fight start it will be hard to build it up, but that can easily be negated with wyrmprints which work surprisingly well with the two considering how strong they are already. Jaldaboth be warned, your rule means NOTHING to the Twin Wings of Freedom.
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Tier Induced Scrappy is a disambiguation.


* '''Yaten''' was mostly seen as a quirky little Sword unit; his reliance on Energy and getting buffs over time from it was pretty nifty and paired well with Shinobi, whose Skill Energizes everyone, but was ultimately useless due to Energy's firm TierInducedScrappy status, the existence of Gala Cleo, and Adventurers that had Mana Spirals. However, come 2.0, his mods were significantly boosted. Combine this with a whopping 40% Strength buff at max Energy, and the explosive Skill Damage buffs from Cat Sith, and he turned from a mediocre Shadow unit into a force of nature that can smack around Light bosses with huge numbers.

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* '''Yaten''' was mostly seen as a quirky little Sword unit; his reliance on Energy and getting buffs over time from it was pretty nifty and paired well with Shinobi, whose Skill Energizes everyone, but was ultimately useless due to Energy's firm TierInducedScrappy LowTierLetdown status, the existence of Gala Cleo, and Adventurers that had Mana Spirals. However, come 2.0, his mods were significantly boosted. Combine this with a whopping 40% Strength buff at max Energy, and the explosive Skill Damage buffs from Cat Sith, and he turned from a mediocre Shadow unit into a force of nature that can smack around Light bosses with huge numbers.



* '''Ezelith''', once a TierInducedScrappy, has become a deadly GlassCannon. Her passive Ability Flurry Debilitator becomes Flash of Genius, which will also increase her Critical Hit Rate by 20% when she uses her first Skill twice. This, in combination of both her active Skills dealing not only more damage, but also a Defense debuff on her second Skill, and a free 10% Critical Rate buff with her Co-Ability, has quickly shot her into the DPS role she was supposed to be. Version 2.0 makes her even better, with her first Skill dealing more damage, and her second Skill's Strength boost going from 20% to a hefty ''50%'', further ramping up her damage potential!

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* '''Ezelith''', once a TierInducedScrappy, LowTierLetdown, has become a deadly GlassCannon. Her passive Ability Flurry Debilitator becomes Flash of Genius, which will also increase her Critical Hit Rate by 20% when she uses her first Skill twice. This, in combination of both her active Skills dealing not only more damage, but also a Defense debuff on her second Skill, and a free 10% Critical Rate buff with her Co-Ability, has quickly shot her into the DPS role she was supposed to be. Version 2.0 makes her even better, with her first Skill dealing more damage, and her second Skill's Strength boost going from 20% to a hefty ''50%'', further ramping up her damage potential!



* '''Karina''', after her Mana Spiral, has been pushed into to a self sufficient LightningBruiser. While already decent on her own, her Mana Spiral pushes the buff scaling effects of her first Skill, Raging Tide, further by adding Frostbite damage. Her second skill, Black Flag, however, also adds a Defense buff of 30% for ''thirty seconds''. This not only synergizes well with her her Raging Tide, where the damage is scaled on how many buffs the user has, it also synergizes well with her Healing Doublebuff Ability (that lasts for ''25 seconds''), which triggers whenever the user receives a Defense Up buff, meaning she's guaranteed to have increased damage with her Raging Tide Skill and becomes almost unkillable with both her Defense buff ''and'' her Healing Doublebuff Ability. Given that the Water element is filled with strong team-wide buffers such as Gala Elisanne, Pipple, and Eugene, this allows her to easily abuse the buff scaling damage with Raging Tide. Throw in Doublebuff Wyrmprints and Gala Elisanne's Shared Skill[[note]]Or Patia/Summer Cleo’s Shared Skill as an alternative, since Patia's Shared Skill also provide a Defense Up buff that synergize well with her Healing Doublebuff Ability, while Summer Cleo causes multiple different buffs meaning her first skill can hit stupid high levels.[[/note]], and the Water Agito Axe, and she'll be a hard-hitting machine, unless she is Burned. But with the right set-up, it’s still possible to out-heal the Burn damage anyway.[[labelnote:*]]Excluding Expert Ayaha & Otoha because the amount of health lost because of burn just can’t be healed fast enough, [[ComplacentGamingSyndrome though it doesn't really matter because Quad Karina is the most frequent type of PUB room for that fight because it kill the boss in under thirty seconds]][[/labelnote]] Alternatively, you could take advantage of Wyrmprint Affinities (The Synthetic Dragon and Beach Battle grant 100% Burn resistance when paired together) to grant her Burn immunity without sacrificing her damage output. In fact, with the right set-up, a team of four Karinas, with a lot of team buffs, can even melt Ayaha & Otoha in Expert difficulty within ''1-2 minutes''. Then Version 2.0 ''buffed her further'', where both of her skills had their modifiers buffed further, along with the addition of having Five wyrmprints letting her get ''even more'' buffs at once with Doublebuffing. It’s gotten to a point where a good chunk of pub rooms have at least one or more Karina’s in them, if not a full team of just her. She’s so powerful she’s seen use in fights like ''Tartarus'' (to the [[TierInducedScrappy ire of many players because of this]]). The Curse of Nihility effect introduced in Rise of the Sinister Dominion eliminates most buffs, including every buff Karina can be subjected to, effectively sinking her ship in that particular series of quests.

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* '''Karina''', after her Mana Spiral, has been pushed into to a self sufficient LightningBruiser. While already decent on her own, her Mana Spiral pushes the buff scaling effects of her first Skill, Raging Tide, further by adding Frostbite damage. Her second skill, Black Flag, however, also adds a Defense buff of 30% for ''thirty seconds''. This not only synergizes well with her her Raging Tide, where the damage is scaled on how many buffs the user has, it also synergizes well with her Healing Doublebuff Ability (that lasts for ''25 seconds''), which triggers whenever the user receives a Defense Up buff, meaning she's guaranteed to have increased damage with her Raging Tide Skill and becomes almost unkillable with both her Defense buff ''and'' her Healing Doublebuff Ability. Given that the Water element is filled with strong team-wide buffers such as Gala Elisanne, Pipple, and Eugene, this allows her to easily abuse the buff scaling damage with Raging Tide. Throw in Doublebuff Wyrmprints and Gala Elisanne's Shared Skill[[note]]Or Patia/Summer Cleo’s Shared Skill as an alternative, since Patia's Shared Skill also provide a Defense Up buff that synergize well with her Healing Doublebuff Ability, while Summer Cleo causes multiple different buffs meaning her first skill can hit stupid high levels.[[/note]], and the Water Agito Axe, and she'll be a hard-hitting machine, unless she is Burned. But with the right set-up, it’s still possible to out-heal the Burn damage anyway.[[labelnote:*]]Excluding Expert Ayaha & Otoha because the amount of health lost because of burn just can’t be healed fast enough, [[ComplacentGamingSyndrome though it doesn't really matter because Quad Karina is the most frequent type of PUB room for that fight because it kill the boss in under thirty seconds]][[/labelnote]] Alternatively, you could take advantage of Wyrmprint Affinities (The Synthetic Dragon and Beach Battle grant 100% Burn resistance when paired together) to grant her Burn immunity without sacrificing her damage output. In fact, with the right set-up, a team of four Karinas, with a lot of team buffs, can even melt Ayaha & Otoha in Expert difficulty within ''1-2 minutes''. Then Version 2.0 ''buffed her further'', where both of her skills had their modifiers buffed further, along with the addition of having Five wyrmprints letting her get ''even more'' buffs at once with Doublebuffing. It’s gotten to a point where a good chunk of pub rooms have at least one or more Karina’s in them, if not a full team of just her. She’s so powerful she’s seen use in fights like ''Tartarus'' (to the [[TierInducedScrappy [[HighTierScrappy ire of many players because of this]]). The Curse of Nihility effect introduced in Rise of the Sinister Dominion eliminates most buffs, including every buff Karina can be subjected to, effectively sinking her ship in that particular series of quests.



* Like his fellow Gala Dragons before him, '''Gala Thor''' is a damn impressive beast. His first Ability, by default, gives a passive 30-50% Strength buff, which isn't super impressive, but the second half is where things get interesting. Upon gaining a single level of Energy, the Adventurer he is equipped to gains an extra 25% Strength buff, which can increase by an extra 5% per level, up to 45% when fully Energized, giving a grand total of 75-'''95%''' Strength, higher then ''Mars''. At first, it seems pretty useless as Energy is a TierInducedScrappy of a mechanic[[note]]Due how long it takes to build up Energy Levels for a majority of Adventurers and those that do gain Energy often gain a small amount all for a single 50% damage/healing buff for a single Skill.[[/note]] But Thor bypasses that by giving a free level of Energy ''every five seconds'', making him comparable to Daikokuten after only ten seconds, and that’s before adding in the numerous sources of Energy that Light has. And his Dragonform is considered by many to be the best in the whole game, with his Auto combo being an infinite RapidFireFisticuffs and the second most powerful Dragon Skill in the whole game, only behind Mini Zodi, who has significantly weaker stats.[[note]]Granted reaching that amazing modifier is DifficultButAwesome as the screen must pressed multiple times rapidly, à la Lathna, which charges the Skill up to three times to deal more damage, but unlike Lathna, who has an extremely generous window to do so, Thor has a pretty small window to reach that level. But reaching that level is well worth it, as it has a ridiculous 1105%-''1780%'' modifier at MUB[[/note]] Just as an added bonus, he also gives a level of Energy (or fully Energizes the whole team at MUB) after exiting his Dragonform. The only real weakness he has is that, after using even a single damaging or healing Skill he’ll be back down to 50% Strength and has to build back up to his full 95% boost, which can be an issue on adventurers with two damaging/healing skill. But given how Light has so many options for gaining Energy, this can be easily mitigated. He was so powerful that when version 2.0 doubled the modifiers of every single dragon he was the ''only'' dragon that didn’t get a buff, and like Cat Sith, he actually fell out of favor in Rise of the Sinsiter Dominion thanks to [[StatusBuffDispel Curse of Nihility]] shutting off his energy.

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* Like his fellow Gala Dragons before him, '''Gala Thor''' is a damn impressive beast. His first Ability, by default, gives a passive 30-50% Strength buff, which isn't super impressive, but the second half is where things get interesting. Upon gaining a single level of Energy, the Adventurer he is equipped to gains an extra 25% Strength buff, which can increase by an extra 5% per level, up to 45% when fully Energized, giving a grand total of 75-'''95%''' Strength, higher then ''Mars''. At first, it seems pretty useless as Energy is a TierInducedScrappy LowTierLetdown of a mechanic[[note]]Due how long it takes to build up Energy Levels for a majority of Adventurers and those that do gain Energy often gain a small amount all for a single 50% damage/healing buff for a single Skill.[[/note]] But Thor bypasses that by giving a free level of Energy ''every five seconds'', making him comparable to Daikokuten after only ten seconds, and that’s before adding in the numerous sources of Energy that Light has. And his Dragonform is considered by many to be the best in the whole game, with his Auto combo being an infinite RapidFireFisticuffs and the second most powerful Dragon Skill in the whole game, only behind Mini Zodi, who has significantly weaker stats.[[note]]Granted reaching that amazing modifier is DifficultButAwesome as the screen must pressed multiple times rapidly, à la Lathna, which charges the Skill up to three times to deal more damage, but unlike Lathna, who has an extremely generous window to do so, Thor has a pretty small window to reach that level. But reaching that level is well worth it, as it has a ridiculous 1105%-''1780%'' modifier at MUB[[/note]] Just as an added bonus, he also gives a level of Energy (or fully Energizes the whole team at MUB) after exiting his Dragonform. The only real weakness he has is that, after using even a single damaging or healing Skill he’ll be back down to 50% Strength and has to build back up to his full 95% boost, which can be an issue on adventurers with two damaging/healing skill. But given how Light has so many options for gaining Energy, this can be easily mitigated. He was so powerful that when version 2.0 doubled the modifiers of every single dragon he was the ''only'' dragon that didn’t get a buff, and like Cat Sith, he actually fell out of favor in Rise of the Sinsiter Dominion thanks to [[StatusBuffDispel Curse of Nihility]] shutting off his energy.
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* '''[[VideoGame/Persona5 Joker]]''' quickly rose to be being among the best Shadow Adventurers in recent memories for his sheer utility: the Rebellious Trickster boasts a Co-Ability that increases all active Adventurers attack rate by a small, but very welcome 7%, allow for both faster skill replenishes and DPS, which further increases Joker's own crazy innate DPS as a Dagger wielder. His Skills have impressive mods, with his S2, Phantom Barrage, deceasing enemy strength by 15 to 20% for 20 seconds, allowing for better survivability. Joker also possesses an insanely useful Force Strike with two charge levels, with the second level being able to dispel one enemy buff! But the best of Joker's kit lies with his signature Persona, Arsène: not only can Arsène be summoned fairly quickly thanks to both of Joker's skills filling up the Persona gauge, attack alongside Joker, and increase his Defense by 6%, Arsène can be summoned even when the player is not CONTROLLING Joker, allowing a player to switch control to another Adventurer to shapeshift into Dragon form - or have ''all four Persona Adventurers'' gang up on the enemy with their Personas in element-neutral content, or with a shadow team you can team him up with Gala Zena ''and'' have a third character shapeshift! The only downside to all this is that as a third-party collab-exclusive Adventurer with possibly little chance of returning, not many players will have the chance to play as one of the best Shadow Adventurers in the game.

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* '''[[VideoGame/Persona5 '''[[VideoGame/Persona5Strikers Joker]]''' quickly rose to be being among the best Shadow Adventurers in recent memories for his sheer utility: the Rebellious Trickster boasts a Co-Ability that increases all active Adventurers attack rate by a small, but very welcome 7%, allow for both faster skill replenishes and DPS, which further increases Joker's own crazy innate DPS as a Dagger wielder. His Skills have impressive mods, with his S2, Phantom Barrage, deceasing enemy strength by 15 to 20% for 20 seconds, allowing for better survivability. Joker also possesses an insanely useful Force Strike with two charge levels, with the second level being able to dispel one enemy buff! But the best of Joker's kit lies with his signature Persona, Arsène: not only can Arsène be summoned fairly quickly thanks to both of Joker's skills filling up the Persona gauge, attack alongside Joker, and increase his Defense by 6%, Arsène can be summoned even when the player is not CONTROLLING Joker, allowing a player to switch control to another Adventurer to shapeshift into Dragon form - or have ''all four Persona Adventurers'' gang up on the enemy with their Personas in element-neutral content, or with a shadow team you can team him up with Gala Zena ''and'' have a third character shapeshift! The only downside to all this is that as a third-party collab-exclusive Adventurer with possibly little chance of returning, not many players will have the chance to play as one of the best Shadow Adventurers in the game.
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* '''Gala Cat Sith''' is just downright insane. To start: Thanks to her first Ability she gives a natural '''120-180%''' Skill Damage boost in a stack of 15, which is ''double'' what the GameBreaker Shinobi gives at max unbinding. Using any attacking Skills decreases the stack by one, and in order to increase it back up one of two things must be done: either get your combo to a multiple of 30 (or 25 at max unbound)[[note]]30/60/90/120 & 25/50/75/100 respectively[[/note]], which will increase the stack by one, or by exiting her Dragonform, which will increase the stack by five (or eight at max unbound). And it's '''MULTIPLICATIVE''', making each Skill deal even more damage than what’s listed, meaning she’s amazing right out the box without a single unbind. Her Skill hits thirty-two times, and just as an added bonus, she can inflict Sleep just by using normal attacks. Her only weaknesses is that, despite having modifiers stronger then Leviathan, her Dragonform’s Auto attacks aren’t very strong due to the lack of Strength buff, and Adventurers who don't use skills to damage the enemy like Patia[[note]]who functions as a SupportPartyMember and would prefer Azazel for his Skill Haste Ability, or even Nidhogg[[/note]], Linnea, Durant, [[{{Irony}} Gala Chelle]][[note]]The three of the would prefer strength dragons (Fatalis, Ramiel, Marishiten, Andromeda etc.) instead, since Linnea's and Gala Chelle's kit are built around there own Force Strikes, while Durant is built around basic attacks[[/note]], or Gala Alex and Bellina[[note]]Who burns through the stacks too fast to recharge it via combo's, and would rather use Shinobi or Arsene as a more practical option. Though when they still have stacks, the Skills they use hit like trucks. On shorter quests or extreme speedrun compositions where the stacks don't burn out however, Cat Sith is instead an optimal pick.[[/note]] are not best fits for her. In addition, in longer fights such as Master Kai Yan most Adventurers burn through the stacks far too quickly. And let's not forget that the Curse of Nihility dispels her stacks, which makes her dead weight in most Trials of the Mighty and against the Sinister Dominion.

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* '''Gala Cat Sith''' is just downright insane. To start: Thanks to her first Ability she gives a natural '''120-180%''' Skill Damage boost in a stack of 15, which is ''double'' what the GameBreaker Shinobi gives at max unbinding. Using any attacking Skills decreases the stack by one, and in order to increase it back up one of two things must be done: either get your combo to a multiple of 30 (or 25 at max unbound)[[note]]30/60/90/120 & 25/50/75/100 respectively[[/note]], which will increase the stack by one, or by exiting her Dragonform, which will increase the stack by five (or eight at max unbound). And it's '''MULTIPLICATIVE''', making each Skill deal even more damage than what’s listed, meaning she’s amazing right out the box without a single unbind. Her Skill hits thirty-two times, and just as an added bonus, she can inflict Sleep just by using normal attacks. Her only weaknesses is that, despite having modifiers stronger then Leviathan, her Dragonform’s Auto attacks aren’t very strong due to the lack of Strength buff, and Adventurers who don't use skills to damage the enemy like Patia[[note]]who functions as a SupportPartyMember and would prefer Azazel for his Skill Haste Ability, or even Nidhogg[[/note]], Linnea, Durant, [[{{Irony}} Gala Chelle]][[note]]The three of the them would prefer strength dragons (Fatalis, Ramiel, Marishiten, Andromeda etc.) instead, since Linnea's and Gala Chelle's kit are built around there their own Force Strikes, while Durant is built around basic attacks[[/note]], or Gala Alex and Bellina[[note]]Who burns through the stacks too fast to recharge it via combo's, and would rather use Shinobi or Arsene as a more practical option. Though when they still have stacks, the Skills they use hit like trucks. On shorter quests or extreme speedrun compositions where the stacks don't burn out however, Cat Sith is instead an optimal pick.[[/note]] are not best fits for her. In addition, in longer fights such as Master Kai Yan most Adventurers burn through the stacks far too quickly. And let's not forget that the Curse of Nihility dispels her stacks, which makes her dead weight in most Trials of the Mighty and against the Sinister Dominion.

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* After two and a half years of being tiny and frail, '''Gala Notte''' hits the big time as a Wind Dagger Adventurer. While it's all too tempting to just stuff your Flurry Wyrmprints on her and call it a day, she's got more than that at her disposal. Her first Skill, Faerie Punishment, delivers 16 hits in an area and dispels one buff per target, while her second Skill, Faerie Illusion, delivers 30 hits, also dispels buffs, and actively seeks enemies in the area of effect. But the real draw is Metamorphosis, her unique Ability that enlarges her and changes how her Skills work - Faerie Glory trades dispel for Stormlash and inflicts lots of damage, Faerie Circlet trades dispel for wide AOE damage, and both are fully charged upon transforming. This gives Notte a unique niche in the meta, as it allows her to stay small to charge her Skills and shred enemy buffs, then grow big when it's time to destroy the enemy. Combine this with Carnwennan, for +40% Strength and extended combo timers, Flurry Strength and Devastation Wyrmprints for even more damage, and Midgardsormr Zero for Flurry Skill[[note]]she can't lower enemy Wind Resistance since that effect is from Mids' Skill[[/note]] or Vayu for Strength and Skill Damage, and count the minutes before Ciella turns her bow on herself.

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* After two and a half years of being tiny and frail, '''Gala Notte''' hits the big time as a Wind Dagger Adventurer. While it's all too tempting to just stuff your Flurry Wyrmprints on her and call it a day, she's got more than that at her disposal. Her first Skill, Faerie Punishment, delivers 16 hits in an area and dispels one buff per target, while her second Skill, Faerie Illusion, delivers 30 hits, also dispels buffs, and actively seeks enemies in the area of effect. But the real draw is Metamorphosis, her unique Ability that enlarges her and changes how her Skills work - Faerie Glory trades dispel for Stormlash and inflicts lots of damage, Faerie Circlet trades dispel for wide AOE damage, and both are fully charged upon transforming. This gives Notte a unique niche in the meta, as it allows her to stay small to charge her Skills and shred enemy buffs, then grow big when it's time to destroy the enemy. Combine this with Carnwennan, Carnwennan for +40% Strength and extended combo timers, timers or Windruler's Fang for Nihility-proof power, Flurry Strength and Devastation Wyrmprints for even more damage, and Midgardsormr Zero for Flurry Skill[[note]]she can't lower enemy Wind Resistance since that effect is from Mids' Skill[[/note]] or Vayu for Strength and Skill Damage, and count the minutes before Ciella turns her bow on herself.



** Gala Mascula's '''Code 06: Conclusion''' is a modestly powerful Dispel attack with a ''massive'' AOE range, which lets you purge Jaldabaoth and ''all of his minions'' in one go. Combined with Gala Emile and Overdamage, it can also cripple Primal Brunhilda's hitcount Red Hot Soul and vaporize the rest.



* Isaac's '''Wealdfury''' is a downplayed one. It provides one of four buffs - Strength Up, Attack Rate Up, Skill Prep and HP Regen - determined entirely at random. This randomized nature hurts it in regular battles, since if there's a specific buff you want, there are much easier ways to get most of them with shared skills alone, and the last one (Skill Prep) can be gained from a dragon. However, in content where the Curse of Nihility runs rampant, you will be scrambling for any buffs you can get, and all of these as provided by Wealdfury ignore Nihility, making it an excellent addition to any party fighting the Sinister Dominion.
* Overdamage skills are quite useful in general and especially welcome in Nihility content due to regular Strength buffs being negated regularly. Dragonyule Lily's '''Crystalline Magic''', Yukata Cassandra's '''Goldfish of the Hereafter''' and Sandalphon's '''Angelic Praise''' don't require a Mana Spiral while Akasha's '''Akashic Repose''' and Summer Verica's '''Everlasting Summer''' do, but all of them can bloat your hit count for Flurry effects and inflict bits more damage that can help accelerate any fight they're involved in. That all of them also restore HP makes the high SP costs a small price to pay, considering they all can ease the burden Creeping Corrosion can induce. The one biggest downside is that none of them stack, so if you know a teammate's running Overdamage in their skill kit, wait until it expires before applying your own.

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* Isaac's '''Wealdfury''' is a downplayed one. It provides one of four buffs - Strength Up, Attack Rate Up, Skill Prep and HP Regen - determined entirely at random. This randomized nature hurts it in regular battles, since if there's a specific buff you want, there are much easier ways to get most of them with shared skills alone, and the last one (Skill Prep) can be gained from a dragon. However, in content where the Curse of Nihility runs rampant, you will be scrambling for any buffs you can get, and all of these as provided by Wealdfury ignore Nihility, making it an excellent addition to any party fighting the Sinister Dominion.
Dominion or the Primal Dragons.
* Overdamage skills are quite useful in general and especially welcome in Nihility content due to regular Strength buffs being negated regularly. Dragonyule Lily's '''Crystalline Magic''', Yukata Cassandra's '''Goldfish of the Hereafter''' and Sandalphon's '''Angelic Praise''' don't require a Mana Spiral while Akasha's '''Akashic Repose''' and Repose''', Summer Verica's '''Everlasting Summer''' and Gala Zena's '''Glorious Sanctuary''' do, but all of them can bloat your hit count for Flurry effects and inflict bits more damage that can help accelerate any fight they're involved in. That all of them also restore HP makes the high SP costs a small price to pay, considering they all can ease the burden Creeping Corrosion can induce. The one biggest downside is that none of them stack, so if you know a teammate's running Overdamage in their skill kit, wait until it expires before applying your own.



* The '''Agito Weapons''' are the pinnacle of weapon design in the game, bar none. With crazy attack power and Dominion wyrmprint slots to push your Adventurers to the limit, you want to get your hands on these bad boys as soon as possible. You have to fight the Agito repeatedly to gain them and power them up, but once equipped, you'll find that they are well worth the investment.

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* The '''Agito Weapons''' are the pinnacle of weapon design in the game, bar none. With crazy attack power and Dominion wyrmprint slots to push your Adventurers to the limit, you want to get your hands on these bad boys as soon as possible. You have to fight the Agito repeatedly to gain them and power them up, up and almost all the buffs disintegrate under Nihility, but once equipped, you'll find that they are well worth the investment.


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* The '''Primal Dragon weapons''' are parallel to the Agito weapons in terms of base power, but their skills are more vanilla: it's an attack that increases Strength and grants Primal Dragalia on top of that, granting further Strength and Attack Rate increases, the latter perk immune to Nihility. What makes them so awesome is that their performance does not disintegrate in the hands of the AI; the Agito weapons have stance skills which require a human touch to optimize the performance of, and the AI will set them off when they are prepared, even to their detriment. With Primal Dragalia skills, there's no need to worry about the AI's trigger-happy nature, so you can equip them to your AI partners and let them go to town while you and your Agito or Primal Dragon weapon does all the heavy lifting.
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Do not trope own words.


* '''Lin You''', while her Mana Spiral managed to give her some great buffs, particularly by turning her into a powerful CriticalHitClass Adventurer, Version 2.0 put her over the top. Her first Skill, Typhoon's Fist, got a buff to its modifiers, along with the ability to create a tornado for the next three Force Strikes afterwards.[[labelnote:*]]Which, while extremely weak with a 50% modifier, allows her to hit targets that are too far from her to hit with her standard Auto-attacks, letting her keep her combo up for longer.[[/labelnote]] Along with a passive Combo Time Ability, she can also increase her Critical Hit Rate by 20% when her Combo Count is at 25 or at ''40%'' when at 50, making her into an impressive damage dealer. Version 2.0 further increased the modifier on Typhoon Fist, added a 15% Strength buff on her second Skill, Heaven's Breath, and allowed her [[AddedAlliterativeAppeal many more means]] to boost her personal damage thanks to being able to equip more Wyrmprints, to a point where she's considered ''the'' best damage dealer in the Wind Element, once she gets her combo up. A later update with also allowed Axe Adventurers to move while charging their Force Strike, which helped with positioning her tornadoes. The only real weakness she has is dropping her combo, which is a severe issue in Ciella thanks to her Mist Veil. But with the existence of Agito refinements giving another second of combo time and Primal Dragon weapons providing even more combo time, the right Chain Co-Abilities, along with her own attack speed buff, makes this into a minor annoyance.

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* '''Lin You''', while her Mana Spiral managed to give her some great buffs, particularly by turning her into a powerful CriticalHitClass Adventurer, Version 2.0 put her over the top. Her first Skill, Typhoon's Fist, got a buff to its modifiers, along with the ability to create a tornado for the next three Force Strikes afterwards.[[labelnote:*]]Which, while extremely weak with a 50% modifier, allows her to hit targets that are too far from her to hit with her standard Auto-attacks, letting her keep her combo up for longer.[[/labelnote]] Along with a passive Combo Time Ability, she can also increase her Critical Hit Rate by 20% when her Combo Count is at 25 or at ''40%'' when at 50, making her into an impressive damage dealer. Version 2.0 further increased the modifier on Typhoon Fist, added a 15% Strength buff on her second Skill, Heaven's Breath, and allowed her [[AddedAlliterativeAppeal many more means]] means to boost her personal damage thanks to being able to equip more Wyrmprints, to a point where she's considered ''the'' best damage dealer in the Wind Element, once she gets her combo up. A later update with also allowed Axe Adventurers to move while charging their Force Strike, which helped with positioning her tornadoes. The only real weakness she has is dropping her combo, which is a severe issue in Ciella thanks to her Mist Veil. But with the existence of Agito refinements giving another second of combo time and Primal Dragon weapons providing even more combo time, the right Chain Co-Abilities, along with her own attack speed buff, makes this into a minor annoyance.
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Do not trope own words.


* '''Su Fang''' was an Adventurer who was mostly looked over, despite getting a fancy new Mana Spiral after the Resplendent Refrain Event's rerun. However, the change that brought him into the spotlight strangely wasn't to ''him'' specifically, but rather to the playing field; Ciella was classified as a Therion. Since Su Fang has a hefty 35% Therion's Bane, that means an unconditional 35% damage boost against Ciella ''for free''. Combine this with newly increased mods on his first Skill, Gale Slice, a whopping 30% Strength boost on his second Skill, Crackling Pyroblossom, a 35% Skill Damage boost from his Abilities, and suddenly Su Fang was able to dish out some massive pain on the [[AddedAlliterativeAppeal poor post-Paladyn]]. [[ThisLooksLikeAJobForAquaman He's relatively useless in all the other hard Water content, due to his damage falling off significantly without the help of Therion's Bane, but in the context of Ciella, he's a hard-hitting monster]].

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* '''Su Fang''' was an Adventurer who was mostly looked over, despite getting a fancy new Mana Spiral after the Resplendent Refrain Event's rerun. However, the change that brought him into the spotlight strangely wasn't to ''him'' specifically, but rather to the playing field; Ciella was classified as a Therion. Since Su Fang has a hefty 35% Therion's Bane, that means an unconditional 35% damage boost against Ciella ''for free''. Combine this with newly increased mods on his first Skill, Gale Slice, a whopping 30% Strength boost on his second Skill, Crackling Pyroblossom, a 35% Skill Damage boost from his Abilities, and suddenly Su Fang was able to dish out some massive pain on the [[AddedAlliterativeAppeal poor post-Paladyn]].post-Paladyn. [[ThisLooksLikeAJobForAquaman He's relatively useless in all the other hard Water content, due to his damage falling off significantly without the help of Therion's Bane, but in the context of Ciella, he's a hard-hitting monster]].
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Up To Eleven is a defunct trope


* Luca might have been rather [[Memes/DragaliaLost forgettable at times]] but '''Gala Luca''' is anything but. His first Skill, Shining Slash, has him charge forward, then [[IaijutsuPractitioner sheathe his blade]] for the remaining hits on what is a legitimately powerful Skill for the Light element. What makes this Skill so special is that it increases the Skill's Critical Rate by 10% for every buff with a unique icon. Then there’s his second Skill, Brilliant Booster, which increases his Critical Damage by ''80%''. Remember these for later. Then there’s his first Ability, which increases his Critical Rate by 4% for every buff with a different icon with a cap of 28%. In addition, it activates three special buffs, those being Sylvan Secret Arts, Human Wisdom, and Rokkan Expertise, every time he gets a Critical Hit. Each one of these buffs increase his Critical Rate by an extra 3% for 20 seconds. Finally, he has Flurry Devastation, which increases his Critical Rate further when his combo is over 15 hits, and he gains [[UpToEleven an even higher Critical Rate if he gets hit by an attack that would curse him]]. Because of this, once he [[GatheringSteam starts gaining Buffs to cause more Crits]], he’ll become a CriticalHitClass Adventurer so powerful that he manages to overpower every single Light element Adventurer in damage. Then Version 2.0 made him better by boosting the damage of his first Skill further, making him the Light Adventurer with the highest personal DPS in the game. Really the only "weakness" he has is Blades having so much of their SP gain be backloaded at the end of their auto-attack combo, but that's a mere speedbump once he gets going. Jeanne's Trial unlocks a strength amp and enables him to invert Curse and Poison, in addition to negating the flurry requirement for his boosted crit rate; somewhat underwhelming, but pumping his damage further is already a moot point. Give him Fragarach[[labelnote:*]]The Light Agito Blade, which, when refined, gives him an extra buff per stance; offer void under Nihility[[/labelnote]] and either Lumiere Pandora[[labelnote:*]]Who gives four stacks of another buff at the start of the fight, and can be refreshed through Mag Mell, Brilliant Booster, and/or whatever Skill is equipped to him[[/labelnote]] or Chronos Nyx[[labelnote:*]]No buff, but his 80+% Strength increase is unconditional and the crit rate bonus from Shining Slash works particularly well with him[[/labelnote]] and... [[YouAreAlreadyDead yeah]].

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* Luca might have been rather [[Memes/DragaliaLost forgettable at times]] but '''Gala Luca''' is anything but. His first Skill, Shining Slash, has him charge forward, then [[IaijutsuPractitioner sheathe his blade]] for the remaining hits on what is a legitimately powerful Skill for the Light element. What makes this Skill so special is that it increases the Skill's Critical Rate by 10% for every buff with a unique icon. Then there’s his second Skill, Brilliant Booster, which increases his Critical Damage by ''80%''. Remember these for later. Then there’s his first Ability, which increases his Critical Rate by 4% for every buff with a different icon with a cap of 28%. In addition, it activates three special buffs, those being Sylvan Secret Arts, Human Wisdom, and Rokkan Expertise, every time he gets a Critical Hit. Each one of these buffs increase his Critical Rate by an extra 3% for 20 seconds. Finally, he has Flurry Devastation, which increases his Critical Rate further when his combo is over 15 hits, and he gains [[UpToEleven an even higher Critical Rate if he gets hit by an attack that would curse him]].him. Because of this, once he [[GatheringSteam starts gaining Buffs to cause more Crits]], he’ll become a CriticalHitClass Adventurer so powerful that he manages to overpower every single Light element Adventurer in damage. Then Version 2.0 made him better by boosting the damage of his first Skill further, making him the Light Adventurer with the highest personal DPS in the game. Really the only "weakness" he has is Blades having so much of their SP gain be backloaded at the end of their auto-attack combo, but that's a mere speedbump once he gets going. Jeanne's Trial unlocks a strength amp and enables him to invert Curse and Poison, in addition to negating the flurry requirement for his boosted crit rate; somewhat underwhelming, but pumping his damage further is already a moot point. Give him Fragarach[[labelnote:*]]The Light Agito Blade, which, when refined, gives him an extra buff per stance; offer void under Nihility[[/labelnote]] and either Lumiere Pandora[[labelnote:*]]Who gives four stacks of another buff at the start of the fight, and can be refreshed through Mag Mell, Brilliant Booster, and/or whatever Skill is equipped to him[[/labelnote]] or Chronos Nyx[[labelnote:*]]No buff, but his 80+% Strength increase is unconditional and the crit rate bonus from Shining Slash works particularly well with him[[/labelnote]] and... [[YouAreAlreadyDead yeah]].



* '''[[Franchise/FireEmblem Veronica]]''' can, with her Mana Spiral, beat out any and all other adventurers in terms of burst damage. Gespent dealing [[CriticalStatusBuff absolutely ludicrous amounts of damage when she's low on HP]], combined with a PERMANENT 30% Skill Damage buff the first time she hits 30% HP, leads to unfair amounts of Burst damage, especially after tanking High Jupiter's opening blast.[[note]]It also makes for an amazing Shared Skill.[[/note]] Furthermore, Nosferatu is an incredibly potent damaging Skill that heals, meaning she can reliably heal herself out of the red zone after damaging down to activate Last Destruction. She also has Skill Charge, filling all Skill Gauges by 5% whenever she uses a Skill, leading to Skill chains, and this is ''without'' factoring in that Gespent charges itself by 20% if used above 50% HP ([[CastFromHitPoints at the cost of 10% HP]], which is good for making Gespent do even more damage). Her ability to burst down targets like High Jupiter, and unload unfair amounts of Skill Damage, makes her one of the only units in the game capable of rivaling Gala Gleo. Taken UpToEleven when players figured out how to use her absurd burst damage to kill [[HarderThanHard Master]] [[ThatOneBoss Kai Yan]] in under 30 seconds.

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* '''[[Franchise/FireEmblem Veronica]]''' can, with her Mana Spiral, beat out any and all other adventurers in terms of burst damage. Gespent dealing [[CriticalStatusBuff absolutely ludicrous amounts of damage when she's low on HP]], combined with a PERMANENT 30% Skill Damage buff the first time she hits 30% HP, leads to unfair amounts of Burst damage, especially after tanking High Jupiter's opening blast.[[note]]It also makes for an amazing Shared Skill.[[/note]] Furthermore, Nosferatu is an incredibly potent damaging Skill that heals, meaning she can reliably heal herself out of the red zone after damaging down to activate Last Destruction. She also has Skill Charge, filling all Skill Gauges by 5% whenever she uses a Skill, leading to Skill chains, and this is ''without'' factoring in that Gespent charges itself by 20% if used above 50% HP ([[CastFromHitPoints at the cost of 10% HP]], which is good for making Gespent do even more damage). Her ability to burst down targets like High Jupiter, and unload unfair amounts of Skill Damage, makes her one of the only units in the game capable of rivaling Gala Gleo. Taken UpToEleven up to eleven when players figured out how to use her absurd burst damage to kill [[HarderThanHard Master]] [[ThatOneBoss Kai Yan]] in under 30 seconds.



* '''Pecorine''', the new overpowered addition from [[VideoGame/PrincessConnectReDive Princess Connect! Re:Dive]] happens to be a new take on the SuperMode playstyle, but with a lot more overpowerdness. Her super mode works like this: She has a Gourmand Gauge that fills by half whenever her second Skill, Lunchtime, is used, and automatically depletes over the next 20 seconds when it fills to full. While it is depleting, Pecorine's Abilities get jacked through the roof. Her first Skill, Princess Strike, gets upgraded to Princess Valiance, which ups the mods from a decent 1785% to an insane '''3792%''' and trades its fairly passive 10% Shadow Resistance buff for a 40% Strength buff for 5 seconds. But she also gets a unique Force Strike, which has a whopping 1700% mod and gives 800 SP. Said Force Strike isn't much slower than her normal one, making it quite spammable, yet it hits harder than many Adventurers' full-on '''Skills''', provides ridiculous SP generation along with respectable range. Oh, and when you cast Princess Valiance right before a Force Strike, you're also getting that juicy 40% Strength buff on it. To take this UpToEleven, since you're pretty much guaranteed to get 3800 SP during your 20 seconds of overpowered mode, you'll have Lunchtime ready when it ends, meaning as soon as your Gourmand Gauge bottoms out, Pecorine'll be able to nonchalantly munch on an onigiri and ''fill the Gourmand Gauge by half again'', leaving her only 3800 SP and another Lunchtime cast away from another crazy rampage. And we haven't even mentioned the fact that she ''isn't'' dependent on Paralysis (which can become a problem on some Light Adventurers, [[InjuredVulnerability as while they deal more damage to Paralyzed foes]], [[AcquiredPoisonImmunity foes tend to be Paralyzed so much they become immune]]),[[labelnote:*]]In addition, some of the most common Adventurers used in Tartarus don’t regularly cause Paralysis (while Gala Euden can cause it, he’s not reliable at it due to his long cooldown on his second Skill), meaning it’s surprisingly rare to find a dedicated Paralysis user[[/labelnote]] or the fact the Lunchtime acts as a [[HealThyself self-heal]] and a self-buff? Sure, her standard combo line is strictly inferior to other Swords due to being laggier, but who cares when her mods are so high?

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* '''Pecorine''', the new overpowered addition from [[VideoGame/PrincessConnectReDive Princess Connect! Re:Dive]] happens to be a new take on the SuperMode playstyle, but with a lot more overpowerdness. Her super mode works like this: She has a Gourmand Gauge that fills by half whenever her second Skill, Lunchtime, is used, and automatically depletes over the next 20 seconds when it fills to full. While it is depleting, Pecorine's Abilities get jacked through the roof. Her first Skill, Princess Strike, gets upgraded to Princess Valiance, which ups the mods from a decent 1785% to an insane '''3792%''' and trades its fairly passive 10% Shadow Resistance buff for a 40% Strength buff for 5 seconds. But she also gets a unique Force Strike, which has a whopping 1700% mod and gives 800 SP. Said Force Strike isn't much slower than her normal one, making it quite spammable, yet it hits harder than many Adventurers' full-on '''Skills''', provides ridiculous SP generation along with respectable range. Oh, and when you cast Princess Valiance right before a Force Strike, you're also getting that juicy 40% Strength buff on it. To take this UpToEleven, up to eleven, since you're pretty much guaranteed to get 3800 SP during your 20 seconds of overpowered mode, you'll have Lunchtime ready when it ends, meaning as soon as your Gourmand Gauge bottoms out, Pecorine'll be able to nonchalantly munch on an onigiri and ''fill the Gourmand Gauge by half again'', leaving her only 3800 SP and another Lunchtime cast away from another crazy rampage. And we haven't even mentioned the fact that she ''isn't'' dependent on Paralysis (which can become a problem on some Light Adventurers, [[InjuredVulnerability as while they deal more damage to Paralyzed foes]], [[AcquiredPoisonImmunity foes tend to be Paralyzed so much they become immune]]),[[labelnote:*]]In addition, some of the most common Adventurers used in Tartarus don’t regularly cause Paralysis (while Gala Euden can cause it, he’s not reliable at it due to his long cooldown on his second Skill), meaning it’s surprisingly rare to find a dedicated Paralysis user[[/labelnote]] or the fact the Lunchtime acts as a [[HealThyself self-heal]] and a self-buff? Sure, her standard combo line is strictly inferior to other Swords due to being laggier, but who cares when her mods are so high?



* '''Gaibhne & Creidhne''': Despite their [[BunniesForCuteness silly appearance]], these two Dragons are [[KillerRabbit quite powerful]]. To start: their Abilities are 40-45% Strength Up and Skill Recharge 25-35%. At first, the Strength value is just the same as 4-Star Dragon Vodyanoy; but with their second Ability, when an Adventurer uses one of their Skills, they get a free 25-35% Skill Prep ''every time''[[note]] ''[[UpToEleven 45-55%]]'' if this is a level 4 Gespent as a Shared Skill[[/note]]. This may not seem like much, but because you’ll need to attack less to fill up the Skill Gauge, this lets you fire off your Skills much, ''much'' faster, rocketing everyone's DPS through the roof[[note]]Crunching the numbers on just how efficient it is reveals that the overall effect is the equivalent to a ''53%'' Skill Haste.[[/note]]. This makes them great for any Water Adventurers that specialize in buffs or debuffs, but also want to deal a ton of damage, like both Elisanne and her Gala version, Xainfried, Lily, or Lazry. In addition, their Skill also creates a buff zone that increases the Skill Gauge of any Adventurers inside it for ten seconds, allowing for even ''more'' rapid-fire Skill hijinks. It's to a point where the skill gauge can be filled up again with enough buff zones ''in the time it takes for the skill animation to end.'' That said, the Curse of Nihility makes G&C dead weight, so limit them to High Dragon and Agito fights.

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* '''Gaibhne & Creidhne''': Despite their [[BunniesForCuteness silly appearance]], these two Dragons are [[KillerRabbit quite powerful]]. To start: their Abilities are 40-45% Strength Up and Skill Recharge 25-35%. At first, the Strength value is just the same as 4-Star Dragon Vodyanoy; but with their second Ability, when an Adventurer uses one of their Skills, they get a free 25-35% Skill Prep ''every time''[[note]] ''[[UpToEleven 45-55%]]'' ''45-55%'' if this is a level 4 Gespent as a Shared Skill[[/note]]. This may not seem like much, but because you’ll need to attack less to fill up the Skill Gauge, this lets you fire off your Skills much, ''much'' faster, rocketing everyone's DPS through the roof[[note]]Crunching the numbers on just how efficient it is reveals that the overall effect is the equivalent to a ''53%'' Skill Haste.[[/note]]. This makes them great for any Water Adventurers that specialize in buffs or debuffs, but also want to deal a ton of damage, like both Elisanne and her Gala version, Xainfried, Lily, or Lazry. In addition, their Skill also creates a buff zone that increases the Skill Gauge of any Adventurers inside it for ten seconds, allowing for even ''more'' rapid-fire Skill hijinks. It's to a point where the skill gauge can be filled up again with enough buff zones ''in the time it takes for the skill animation to end.'' That said, the Curse of Nihility makes G&C dead weight, so limit them to High Dragon and Agito fights.
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** If you joined the game too late or don't have the Wyrmite to get any of the above, '''Origa''' has you covered. She's basically what happens if a Dragondrive unit fuses with an Apostle - you can use Banish Evil to break her seal right away, which unlocks her Dragondrive for use and gives her ''absolute affliction immunity'' to boot (and since you don't need a dragon for Dragondrive, you can pick out dragons for stat buffs instead of affliction resistance), and her skills excel at crowd control and affliction application (she has Regina's innate Affliction Punisher on top of that) ''and'' can keep her Dragondrive gauge up while boosted. And if for some reason she has to leave Dragondrive, the gauge builds back up fast on its own, meaning she won't be out of it for long even in the middle of a boss fight. Keep her packed with heal and dispel skills, and she'll cut right through even Bahamut with little difficulty; with Advent of the Origin now in the Event Compendium, you now have no excuse not to pick her up, so what are you waiting for?
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* If you thought any of the above were busted, get a load of '''Gala Nedrick'''. He has literally everything you could ever want in a Kaleidoscape adventurer by himself - permanent attack increases thanks to Oblivion Overload (with a downside that ''may as well not exist''), Gala Bahamut's team amp potential, DOT and dispel in one attack, wide AOE damage, and thanks to Soul Charge ''he doesn't have to worry about HP at all'' as long as an enemy attack doesn't do more damage than 20% of his maximum HP, which in practice basically means he can't take damage from ''anything'' short of mid-bosses and bosses unless he's severely under-leveled. Previously only ''Beast Agito'' could actually hurt him with this setup, but with the floor 60 update if you level him high enough even they can't scratch him, and if you get his maximum HP high enough nothing short of ''Bahamut'' can hurt him, so it's less a matter of ''if'' you complete the run compared to ''when'' or ''if you don't indulge in Soul Charge''. Just be careful against the beast Agito, Fallen Angels, Thor at floor 50+ or Bahamut, however, as they ''can'' knock off Soul Charge levels, though the first two can be tanked if you have enough HP updates and are suitably leveled. Don't rely on him for full auto runs, however, unless you have his max HP and EXP gain fully upgraded, as bosses can be a problem for him if he doesn't have a high level level to give him enough maximum HP to tank hits, and when auto-play is active the AI has a tendency to ignore enemies that aren't directly in the way, which can significantly reduce EXP gain and leave him under-leveled at higher floors. Basically, if you want him to be truly busted, boost his HP as much as possible and make sure he's roughly at or above the level curve for whatever floor you're on, or just steer him towards enemies, get him to max level as soon as possible, and watch him be an unstoppable juggernaut that, fittingly, only Bahamut is a problem against.

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* If you thought any of the above were busted, get a load of '''Gala Nedrick'''. He has literally everything you could ever want in a Kaleidoscape adventurer by himself - permanent attack increases thanks to Oblivion Overload (with a downside that ''may as well not exist''), Gala Bahamut's team amp potential, DOT and dispel in one attack, wide AOE damage, and thanks to Soul Charge ''he doesn't have to worry about HP at all'' as long as an enemy attack doesn't do more damage than 20% of his maximum HP, which in practice basically means he can't take damage from ''anything'' short of mid-bosses and bosses unless he's severely under-leveled. Previously only ''Beast Agito'' could actually hurt him with this setup, but with the floor 60 update if you level him high enough even they can't scratch him, and if you get his maximum HP high enough nothing short of ''Bahamut'' can hurt him, so it's less a matter of ''if'' you complete the run compared to ''when'' or ''if you don't indulge in Soul Charge''. Just be careful against the beast Agito, Fallen Angels, Thor at floor 50+ or Bahamut, however, as they ''can'' knock off Soul Charge levels, though the first two can be tanked if you have enough HP updates and are suitably leveled. Don't rely on him for full auto runs, however, unless you have his max HP and EXP gain fully upgraded, as bosses can be a problem for him if he doesn't have a high level level to give him enough maximum HP to tank hits, and when auto-play is active the AI has a tendency to ignore enemies that aren't directly in the way, which can significantly reduce EXP gain and leave him under-leveled at higher floors. Basically, if you want him to be truly busted, boost his HP as much as possible and make sure he's roughly at or above the level curve for whatever floor you're on, or just steer him towards enemies, get him to max level as soon as possible, and watch him be an unstoppable juggernaut that, fittingly, only Bahamut is a problem against. Get his max HP to 30,000 or higher and ''he is literally invincible,'' as the only attacks capable of surpassing the threshold don't come often enough to exhaust his Soul Charge levels before they regenerate.
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* If you thought any of the above were busted, get a load of '''Gala Nedrick'''. He has literally everything you could ever want in a Kaleidoscape adventurer by himself - permanent attack increases thanks to Oblivion Overload, Gala Bahamut's team amp potential, DOT and dispel in one attack, wide AOE damage, and thanks to Soul Charge ''he doesn't have to worry about HP at all''! Only a beast Agito can so much as hurt him with this setup, so it's less a matter of ''if'' you complete the run compared to ''when'' or ''if you don't indulge in Soul Charge''. Just be careful against the beast Agito - three good hits in half a minute and [[CriticalExistenceFailure Nedrick won't feel so good]]...

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* If you thought any of the above were busted, get a load of '''Gala Nedrick'''. He has literally everything you could ever want in a Kaleidoscape adventurer by himself - permanent attack increases thanks to Oblivion Overload, Overload (with a downside that ''may as well not exist''), Gala Bahamut's team amp potential, DOT and dispel in one attack, wide AOE damage, and thanks to Soul Charge ''he doesn't have to worry about HP at all''! Only a beast Agito can so much all'' as long as an enemy attack doesn't do more damage than 20% of his maximum HP, which in practice basically means he can't take damage from ''anything'' short of mid-bosses and bosses unless he's severely under-leveled. Previously only ''Beast Agito'' could actually hurt him with this setup, but with the floor 60 update if you level him high enough even they can't scratch him, and if you get his maximum HP high enough nothing short of ''Bahamut'' can hurt him, so it's less a matter of ''if'' you complete the run compared to ''when'' or ''if you don't indulge in Soul Charge''. Just be careful against the beast Agito - three good hits in half a minute Agito, Fallen Angels, Thor at floor 50+ or Bahamut, however, as they ''can'' knock off Soul Charge levels, though the first two can be tanked if you have enough HP updates and [[CriticalExistenceFailure Nedrick won't feel so good]]...are suitably leveled. Don't rely on him for full auto runs, however, unless you have his max HP and EXP gain fully upgraded, as bosses can be a problem for him if he doesn't have a high level level to give him enough maximum HP to tank hits, and when auto-play is active the AI has a tendency to ignore enemies that aren't directly in the way, which can significantly reduce EXP gain and leave him under-leveled at higher floors. Basically, if you want him to be truly busted, boost his HP as much as possible and make sure he's roughly at or above the level curve for whatever floor you're on, or just steer him towards enemies, get him to max level as soon as possible, and watch him be an unstoppable juggernaut that, fittingly, only Bahamut is a problem against.
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* Here's a Wyrmprint combination your healers are going to love - '''Hospitality & Harmony''' + '''Promised Piety (Staff)''' + '''Ravenous Fire (Crown)'''. The first maxes out your Recovery Potency at +20% for incredible healing potential and has Bow affinity; Promised Piety gives Staff affinity and Bow's Psalm for Skill Haste +10%, and Ravenous Fire gives Staff's Psalm for +15% Buff Skill Time. Add in a few Crown affinity Wyrmprints for Skill Damage +10% and you have a killer combination right there for Gala Zena, or fill it out with other Wyrmprints for a more rounded support setup.

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