Author Topic: Utawarerumono: Mask of Truth  (Read 497 times)

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Utawarerumono: Mask of Truth
« on: January 02, 2023, 08:48:15 PM »
Utawarerumono: Mask of Truth

- Level taken at 39.
- This SRPG's core mechanic is "Zeal" and "Action Chains". Action chains are a series of moves that can be stopped midway. Zeal is a resource that fluctuates between 0 and 100. Action Chains may generate or cost Zeal, and other conditions like counters or reaction defenses may increase or cost Zeal.
- When a character ends their turn with 100 Zeal, they enter 'Overzeal" and immediately get another turn. Then, at the end of every turn, they lose a certain amount of Zeal. If that places them at 0 Zeal they exit Overzeal. Executing a "Fatal Strike" attack that is only accessible in Overzeal will also end Overzeal immediately. While in Overzeal, any Zeal costs for actions or reactions is set to 0.
- Depending on a character's innate element, they get different bonuses for Overzeal. By far the most significant is Fire, which gets a +25% bonus to damage. (Wind = Slightly faster, Earth slightly less damage taken, and Water lengthens buff durations).
- Action Chains are effectively attacks/spells that have multiple components. A character has between 3-4 Action Chains and each action chain has between 2-4 parts. An action chain can be cut short at any time if the conditions demand it (for example, if the 4th action would decrease Zeal and prevent Overzeal, or if the 3rd action has a "no Counter" tag and the attacker wants to avoid a counter).
- Reaction skills trigger when the unit is attacked. The % chance of the reaction triggering is provided. If a "Damage reduced by 50%" skill triggers on 1 of 2 attacks in an enemy action chain, then the effect would be a 25% reduction on the damage. Some defensive skills have an "And Ends Action Chain" tag that may be worth more than the nominal rate. If a PC generates 100 Zeal on a counter/defensive skill, they go into Overzeal and get an immediate turn!
- Some PCs (Rulutieh, Atuy, Jachtwald, Munechika, Fumirul kinda) have a "Zone of Control" that prevents an enemy's movement. Exceptions are if the enemy is larger than a single space, has a action that moves them or their foe while attacking, or has a passive skill that negates the zone of control.. This means that, if at any time a unit starts it's turn or enters the space next to these characters, that enemy unit is trapped there, unable to move. So ranged-only characters are out of luck in such a situation. Munechika in particulare can abuse this to ensure she utilizes her "Act twice if not moving" skill...
- BP expenditure: BP are points that can be used to increase stats outside the normal level-up progression. I assumed a BP build that focused on Atk for the most part. This doesn't matter too much since I assumed everyone did the same thing. Perhaps the low durability folks are slightly more durable if you assume everyone spends BP on lots of HP (not a bad idea).
- I included a 'path' of damage to get the highest damage on turns 2-5. Note that these are different paths and don't 'flow' together (So turn 5 might use different moves on turns 1-4 then the best turn 4 damage path).

- Stats:
HP: Per standard. No permadeath but no in-battle revival outside of the main character's OPB auto-revive.
Atk: Attack power for everything including healing and magic.
Def: Stat that reduces Physical/Magical damage. Opposes Atk subtractively, with level a factor as well.
Spd: CTB speed. 200 double-turns 100 speed for example.
Defensive Durability: My accounting of how durable a PC is factoring in HP and defense.
- Criticals: The game utilizes a Timed Hit system. I assumed that players hit these since they aren't too hard, and yield +4 Zeal per action and +20% damage/healing if all are hit. The exception is the "Hidden Critical" system, which gives tiny hard-to-time options for minor increases in damage (4% per one hit) and Zeal gain (2 Zeal gain per hidden crit hit). I ignored this system because it is hard to time and can interfere with the regular crit timing. Ougi and Kiwiru, and Kuon are the ones who would clamor for it the most.

Enemy stats assumed to be Level 39, 65 Atk, 53 Def.

PC stat averages:
HP: 738
Atk: 70.4
Def: 48.9
Spd: 103.23
3-turn damage: 546 (1365 2.5x KO point)
5-turn damage: 526 (1315 2.5x KO point)


Main Character:
Element: None (-35 Zeal/turn Overzeal)
HP: 714 (97%)
Atk: 59
Def: 52
Spd: 102 (99%)
Defensive Durability: 104% (210% after debuffing enemy Def)

Passives:            
Reversal of Fate: OPB Auto-revive with full HP. Overkill damage does Not carry over.            
Tactical Command: Irrelevant ina  duel (negates mental status ailments for allies)            
Morale Boost 3: Irrelevant in a duel. (Allies get +15% stats)            
Law of the Lords: Reduces damage received from 'demihumans' by 20% (most things)            
Sever (Sword Only): Increases damage to demihumans by 20% (the game's humanoid enemies are 'demihumans')            
Quick Rebound 2: Advances Turn Order by 1/3rd of a turn when attacked.                  
Reactions:            
Rejuvenate 2: 25% to dodge an attack and cure self of status ailments. 9 Zeal gain. Usable 2PB      

Action Chains:
Sosei Oubu: 345 Healing. Cures status ailments/debuffs. Costs 10 Zeal but generates 35. Can't send him into Overzeal by itself. (Needs 10 Zeal at turn start)
Ougeki Kyozan: 259 damage. +42 Zeal. Chance to poison target (-20 Zeal/ - 10% HP per turn)
Touou Gekiha (1): 157 damage. +9 Zeal. -25% Atk 2 turns. No Counters.
Touou Gekiha (2): 188 damage. +13/-5 Zeal. -25% Atk 2 turns. No Counters.
Touou Gekiha (3): 197 damage. +17/-55 Zeal. -25% Atk 2 turns. Draws Sword and grants an instant turn. (Needs 50 Zeal at turn start)
Hakuen Ranbu (Sword Only): 305 damage. +12 Zeal. 1 turn Def Debuff (Factored into damage)
Fatal Strike: 554 damage chaining from Hakuen Ranbu's 1-turn Def Debuff.

Turn 2 Damage:  1269
Ougeki Kyogzan -> Ougeki Kyozan -> Touou Gekiha->  Fatal Strike:
Turn 3 Damage: 1771
OK->OK->TG->HR->TG->FS:
Turn 4 Damage: 2030
OK->OK->TG->HR-> TG->FS->OK
Turn 5 Damage: 2736
OKx2->TG->FS->OKx3->TG->FS

Comments: MC's stats are not very impressive but he does have a nice trick alternating healing and an attack that debuffs defense and builds his Zeal. His Touou Gekiha->Hakuen Ranbu is cool but just doesn't have the stats to back it up. He also has a OPB auto-revive and poison.



Kuon:
Element: Earth (default) (-50 Zeal/turn Overzeal)
HP: 732 (99%)
Atk: 68
Def: 52
Spd: 110 (106.6%)
Defensive Durability: 103% (118% after buffing)

Passives:
Permeating Vigor: +10 Zeal at the start of turn for Kuon and allies within 3 squares of her
Eye of Courage: Ignores Zones of Control
Resonance of Heaven and Earth: Immediately heals (i.e. negates) damage from elements of her type
Unyielding: After taking an attack, X% chance to raise Atk by 20%

Reactions:
Solidify: 20% chance to reduce physical damage by 60%, 14 Zeal gain
Inner Alchemy: 75% chance to reduce magic damage by 25% and heal self by 25%, 14 Zeal Gain. 3 Uses Per Battle.

Action Chains:
Kawasami (3): 292 damage, +32 Zeal, drains Zeal = 5% of damage dealt. No counters. Turns Kuon element = fire.
Kawasami (4): 324 damage. drains Zeal = 5% of damage dealt. +36/-10 Zeal

Jushimatsu (2): 267 damage. +23 Zeal. Decreases enemy Def by 20% for 2 turns (increases her damage by ~14.8%, including for this attack. Factored in)
Jushimatsu (3): 307 damage. +27/-5 Zeal. Decreases enemy Def by 20% for 2 turns (increases her damage by ~14.8%, including for this attack. Factored in)

Nuedori: Costs 20 Zeal. Buffs Atk/Def for 2 turns by 20%, sends Kuon into Overzeal. Reduces max HP by 45% for 1 turn. Turns her back to Earth element.

Fatal Strike: 771 damage chaining from Jushimatsu (with the Def down baked in). Inflicts Fear but that is not terribly useful except on Melee-only enemies (they have to run away, but can attack before doing so).

Turn 2 damage: 1373
Jushimatsu (2) -> Kawasami (3) -> Jushimatsu+FS
Turn 3 damage: 1830
J2->K4->K3->FS
Turn 4 damage: 2600
J2->K3->J+FS-> K4 ->N3 -> FS
Turn 5 damage: 3123
J2->K3->J+FS->K3->J3->K3->FS


Comments: Kuon wishes she could heal herself. Without that, she has okay damage (should manage a 2HKO with her def debuff in play). Magic hits her Inner Alchemy which is pretty good. Ocassionally she will buff her own attack after being hit but it isn't something she can count on (~25% of the time, ~25% damage boost?). Nuedori won't see much unless she wants to finish something off on turn 4. She has a limited game of elemental nulling via changing her innate element to match the element attacking her, but she can't access water unless she has something to heal.



Rulutieh:
Element: Wind (-50 Zeal/turn Overzeal)
HP: 925 (125%)
Atk: 61
Def: 48
Spd: 92 (89.1%)
Defensive Durability: 123.9%

Passives:
Apparitions's Birdsong 3: Reduces enemy speed by 10% if they are within 3 squares of Rulutieh
Frightful Aura: Enemies lose 10 Zeal at the beginning of their turn, if within 2 squares of Rulutieh
Breaker: +20% damage to objects
Law of Blood: +20% damage to beasts
Natural Healing: Recovers 20% HP at the start of her turn
Eye of the Fighter II: Enemies that come within 1 square of Rulutieh are trapped there.
Quick Rebound 2: Advances Turn Order by 1/3rd of a turn when attacked.

Reactions:
Pulsation of Life: 25% chance to reduce damage by 25%, and increase max HP by 30% for 2 turns, 14 Zeal Gain
Sixth Sense: 50% chance to dodge ranged attacks (ranged attacks can be at melee range!), 14 Zeal Gain, Increases movement range

Action Chains:
Otome Tsubaki (2): 233 Damage. +38 Zeal. Reduces target Def by 20% for 2 turns (increases damage by 16.5%, factored in)
Otome Tsubaki (3): 272 damage. +42/-5 Zeal. Also applies slight turn delay effect to target.

Yuri-Ne (2): 242 Damage. +41/-12 Zeal. No Counter, applies slight delay to target.
Yuri-Ne (3): 275 Damage. +60/-36 Zeal. No Counter. Knocks enemy away.

Fatal Strike: 583 damage (chaining from Otome Tsubaki)

Hanakagura: 213 Healing. +22 Zeal. Increases movement, and all skill activation rates up for 2 turns.

Turn 2 damage: 1088
Otome Tsubaki (3) ->OT2 ->FS:
Turn 3 damage: 1409
OT3->OT2->YN(3)->FS
Turn 4 damage: 1730
OT3->OT2->YN(3)->YN(3)->FS
Turn 5 damage: 2498
OT3->OT2->OT+FS->OT3->OT3->YN2->FS

Comments: She's very anti-archer, with a zone of control and the 50% evade. Otherwise she has skills/delay to make up for her poor speed (making it very hard to doubleturn her) and regeneration/healing to try and stay in a fight against something without too much damage. 20% regen on good durability is always a sweet bonus.



The Twins, Ururuu and Sarana:
Element: Dark (-60 Zeal/turn OZ, but moot by dark OZ doubling Zeal gains)
HP: 542 (73.4%)
Atk: 80 (88 while Mothmoth summoned)
Def: 31 (34 while Mothmoth summoned)
Spd: 90 (87.2%) (99 while Mothmoth summoned)
Defensive Durability: 60.3%

Passives:
Soul Crush: Deals +20% damage to divine beings
Law of the Origin: Takes 20% less damage from divine beings

Reactions:
Vestige of the Abyss: 75% chance to reduce an attack's damage by 85% and summon a Mothmoth. 14 Zeal Gain
[Mothmoth increases their damage by ~25%]
Foresight: 25% chance to dodge an attack and end the attacker's action chain. 14 Zeal Gain

Action Chains:
Soei Musou (4): 284 damage. +40 Zeal. No Counters. Next turn comes slighly faster (5%?)
Soei Musou (5): 312 damage. +44/-18 Zeal. Summons Mothmoth Next turn comes slighly faster (5%?)

Rekka Sohazan: 325 damage. +38 Zeal. Inflicts Curse (no Heal/Zeal gains). Heals twins for 25% of the damage done. No Counters.

Sobu Gekishoha (1): 380 damage. +28/-20 Zeal. Decreases target spd by 20%. No Counters/Dodge.
Sobu Gekishoha (2): 488 damage. +41/-60 Zeal. Decreases target speed by 20%, Inflicts Fear (only useful if enemy is melee and started next to Twins that turn). No Counters/Dodge/Block.

Fatal Strike: 542 damage. Reduces target Max HP by 10% (kinda meaningless).

Turn 2 damage: 1193
Rekka Sohazan->RS->RS->FS
Turn 3 damage: 1627
RS->RS->SG->SG
Turn 4 damage: 2115
RS->RS->SG->SG->SG
Turn 5 damage: 2712
RS->RS->FS->RS->RS->RS->FS

Comments: Terrible speed/durability. Their hope is to trigger Vestige of the Abyss or Foresight, and the Mothmoth to buff their damage enough (and not be KO'd by full MT damage) that it helps they themselves scratch out a KO before a foe gets a 3rd turn.



Nosuri:
Element: Fire (-65 Zeal/turn Overzeal)
HP: 651 (88.2%)
Atk: 70
Def: 41
Spd: 112 (108.5%)
Defensive Durability: 80.4%

Passives:
Dire Awakening: +30% damage when under 25% HP
Desperation: Instantly gain 100 Zeal when below 25% HP. Note that this gives her an instant turn.

Reactions:
Perfect Far Dodge: 75% chance to evade a ranged attack and end attacker's action chain. +14 Zeal. 3 uses per battle

Action Chains:

Harran Reppu (3): 279 damage, +34 Zeal

Shippu Dotou (2):  193 damage. +50 Zeal. Inflicts Confuse (Enemy randomly attacks allies/enemies)

Rakuyoko Kikon (1): 258 damage. +4 Zeal. No Counter/Dodge.
Rakuyoko Kikon (2): 258 damage. +8/-15 Zeal. No Counters. 246 Healing. Buffs attack by 20% for next 2 turns (+37% damage. Doesn't factor in this turn)
Rakuyoko Kikon (3): 456 damage. +12/-25 Zeal. 246 Healing. Buffs attack by 20% for next 2 turns (+37% damage. Does factor in this turn)

Final Strike: 564 damage, including the fire Overzeal damage bonus.

Turn 2 damage: 1042
HR3 -> SD2 -> RK3
Turn 3 damage: 1813
HR3-> SD2 -> RK3 -> Fatal Strike
Turn 4 damage: 2196
HR3-> SD2 -> RK3 -> Fatal Strike->HR3
Turn 5 damage:  2841
HR3->SD2->RK3->FS->SD2->SD2->RK3


Comments: Nosuri is above average speed, has a limit range, and some healing/attacking/status. But her inability to be consistent about her healing and the status not being good hurts what would otherwise be a solid package. She can use Shippu Dotou to trigger Overzeal every other turn, and then use two Rakuyo Kikon's while in Overzeal. This lets her use her healing 2 out of every 3 turns, which may help stave off KOs or save her against low damage dealers. Being fire elemental gives her the damage buff in Overzeal.



Ougi:
Element: Fire (-75 Zeal/turn Overzeal)
HP: 775 (105%)
Atk: 65
Def: 51
Spd: 122 (118.2%)
Defensive Durability: 107.7%

Passives:
Shadow Run: Can run through enemies and ignore ZoCs
Ambush: Attacking from behind target increases damage/status odds by 25%. Damage numbers assume this is the case.
Art of Revenge 2: 75% chance to counterattack

Reactions:
Enkan: 65% chance to negate enemy close-range attack and stop action chain. Costs 35 Zeal, 14 Zeal restored.

Action Chains:

Shiden Issen (4):  344 damage. +46 Zeal. No Dodge. Inflicts Slow (movement down). Inflicts Stupefy 1 turn (Only 1 action in an Action Chain).
Shiden Issen (5): 372 damage. +50/-10 Zeal. No Dodge, Inflicts Slow/Stupefy.

Unjoh Ryuhen (3): 307 Damage. +47/-15 Zeal. Inflicts Daze for 1 turn (No actions/move, no passives work, no counters/reactions). No Counter/Dodge/Blocking. 2/3rds Magic 1/3rd physical.

Fatal Strike (Chains from either): 581 damage (includes Fire Overzeal bonus). Drains half damage dealt as HP.

Counter:
Yakumozan (2): 121 damage. +12 Zeal. Inflicts Venom (-20 Zeal/-10% HP per turn)
Yakumozan (3): 149 damage. +18/-10 Zeal. Inflicts Venom.

Turn 2 damage:  1269
SI5->SI4->FS
Turn 3 damage:  1762
SI5->SI4->SI5->FS
Turn 5 damage: 2967
SI5->SI4->FS->SI5->SI5->SI4->FS


Comments: Fast deblitiating status. Counters. Enkan for blocking melee attacks. Fire Overzeal yields +25% damage so his HP draining isn't too bad. In point of fact it isn't hard to get two of his *7* hidden Criticals on Shiden Issen (4), so he could in theory get 50+ Zeal/turn and Overzeal every other turn, if one allows that.



Nekone:
Element: Water (-75 Zeal/turn Overzeal)
HP: 601 (81.4%)
Atk: 62
Def: 39
Spd: 102 (98.8%)
Defensive Durability: 72.7% (81.4% with Def Buff)

Passives:
Terrain Advantage: Negates terrain effects
Stance of Offense and Defense: Can take both an offensive action and a healing action on the same turn. Yes.
Shikigami Companion: At the beginning of the unit's turn, summons a Kiripon Type 1 (Which just takes a space and can draw enemy attacks/block enemy movement)

Reactions:
Shikigami Artifice: 75% chance to reduce damage by 85% and summon a Kiripon Type-II unit. 14 Zeal Gain, 1 use per battle (Kiripon 2 acts immediately, goes next to enemy, and traps them in a Zone of Control, but is easy to OHKO).

Action Chains:
Yuzutsu (2): 203 fire magic damage. +28/-4 Zeal No Blocking. Places a flame sigil on enemy (does ~100 damage at start of enemy's turn)
Waisei (2): 257 wind magic damge. +28/-8 Zeal. No Counters. Inflicts Hex (No healing/Zeal gains). Places a Windhole Sigil on enemy space (Enemy takes +15% damage, already included in this damage)

Seigetsu (2): 458 healing. +24/-6 Zeal. Removes Status. Places a defense tile on target (-20% damage)
Seigetsu (3): 480 healing. +28/-16 Zeal. Same as above.

Hakko (1): +25% Defense for 3 turns. +4 Zeal
Hakko (2): 174 healing. +25% defense for 3 turns. +8/-10 Zeal. Places a cross of Heal Sigils (recover 25% at start of turn if standing in one).
Hakko (3): 174 Healing/+25% Def/Heal Sigils. +12/-25 Zeal. Gain 20 Zeal. Increase max HP by 20% for 2 turns.

"Fatal" Strike: Chains off of one of the healing moves. Fullheal to an area and buffs speed by 15% for 6 turns.

Turn 2 damage: 771
Wasei x3
Turn 3 damage: 1028
Wasei x4
Turn 4 damage: 1542
Wasei x6
Turn 5 damage: 1799
Wasei x7


Comments: Nekone is slow and frail but can attack and heal every turn, and buffs herself in the process. In her Overzeal turns, she should start off with her Fatal Strike heal to end it and then immediately use the Attack part of her turn to start generating Zeal again, so she can enter Overzeal every other turn. Her Shikigami Artifice helps make sure she can get this wheel going.



Kiwiru:
Element: Earth (-50 Zeal/turn OZ)
HP: 682 (92.4%)
Atk: 61
Def: 46
Spd: 104 (100.7%)
Defensive Durability: 89.2% (99% after buffing Defense)

Passives:
Hunt: +20% damage to beasts
Serenity 1: -25% Zeal Costs. Have 25 Zeal after a Fatal Strike.
Stance of Immovable Attack Chain: If unit doesn't move, get 2 actions instead of 1...

Reactions:
First Aid 3: 50%  after a physical attack to heal self for 40% and gain 14 Zeal. 3 times per battle
Rejuvenate 3: 50% chance to dodge a physical attack, remove status on self, and gain 14 Zeal. 3 times per battle.

Action Chains:

Hachiku (3): 220 damage. +26/-3 Zeal. Reduces target speed by 15% for 2 turns.
Hachiku (4): 242 damage. +30/-12 Zeal. Reduces target speed by 15% for 2 turns. No Counter.

Fukuryubai (1): No Move ranged only. Does 183 fixed ITD Earth damage. +9 Zeal.
Fukuryubai (2): No Move ranged only. 230 damage. +13/-11 Zeal. Decreases target move. No Counter.
Fukuryubai (3): No Move Ranged Only. 275 damage. +17/-29 Zeal. No Counter/Dodge. Delays target's turn slightly.

Fatal Strike: 375 Earth magic damage.

Matsukasa (2): +8/-10 Zeal. Increases def by 20% for 2 turns. 127 Healing. Recovers status. (Can be used twice in a row).

Turn 2 damage: 484
Hachiku (4)x2
Turn 3 damage: 726
H4 x3
Turn 4 damage: 1596
H4x3->H3->F3+FS
Turn 5 damage: 1838
H4x3->H3->F3+FS ->H4


Comments: Kiwiru wants his enemy to stay put so he can get two turns consistently. Sadly this isn't likely to be the case, so Kiwiru is underwhelming. What's more, he really wants to get the single hidden crit on Hachiku (3) so that he can get +25 Zeal/turn. This would allow him to get to Overzeal faster. On an Overzeal turn, Kiwiru can act twice (since presumably he would have entered it from attack range). His healing is too weak to help him much.



Atuy:
Element: Water (-50 Zeal/turn OZ)
HP: 754 (102.1%)
Atk: 82
Def: 53
Spd: 107 (105.2%)
Defensive Durability: 107.4% (135% with Def Up, 189.5% after debuffing enemy Atk, tink tink tink if both are in effect).

Passives:
Enhanced Formation: 50% chance to get another turn after defeating an enemy. Or Object.
Eye of the Fighter I: Can trap 1 unit next to Atuy in a Zone of Control.
Art of Revenge 2: 75% chance to counterattack
Stance of Far Sprinting: Can use two move actions in a row if no attack action is used.

Reactions:
Energize: 40% chance to reduce physical damage by 60% and increase defense by 30% (the higher def applies to the attack). +14 Zeal
Vicissitudes: 25% chance to dodge a close attack and raise attack power by 25% (+44% damage) for 1 turn. +14 Zeal

Action Chains:

Isana (3): 391 Water physical damage. +43 Zeal.
Isana (4): 453 Water physical damage. +47/-8 Zeal.

Makajiki (3): 411 Water physical damage. +30/-12 Zeal. No Counter. Lowers target Atk by 20% for 2 turns. Reduces target Max HP by 15%, which applies before the damage does.

Fatal Strike (chains from either): 708 water physical damage. Applies a 20% speed debuff for 2 turns.

Counter:
Tokishirazu (1): 212 damage. +12 Zeal.
Tokishirazu (2): 283 damage. +16/-8 Zeal. Inflicts Daze (~50%?)

Turn 2 damage: 1552
I4->I3->FS
Turn 3 damage: 2005
I4->I3->FS->I4
Turn 4 damage: 2458
I4->I3->FS->I4->I4
Turn 5 damage:  3557
I4->I3->FS->I4->I4->I3->FS


Comments: Atuy has solid stats and can probably KO by turn 2. She can debuff Attack very effectively. She has good anti-physical reactions that buff her own stats and can ensure mages eat her counters via ZoC. Her counterattacks might inflict Daze, eating foes' turns. Considering her selling point (free turns when she KOs something) is pointless in a duel, she is a good fighter. Opening with her debuff skill can help complete a 3HKO by reducing the target's max HP by 15% before the damage is applied (so adds 15% of target max HP to the 1st turn damage).



Anju:
Element: Fire (-50 Zeal/turn OZ)
HP: 844 (114.3%)
Atk: 94 (...)
Def: 33
Spd: 111 (107.5%)
Defensive Durability: 95.9%

Passives:
Tiger's Providence: If killed while in Overzeal, survive with 1 HP and end Overzeal.
Resist All: 50% resistance to status effects
Dire Awakening 2: If health is less than 10%, damage increases by 50%
Art of Revenge 1: 50% chance to counterattack

Reactions:
Tiger's Bloodlust: 25% chance to increase a hit's damage by 40% but increase Zeal by 54

Action Chains:

Seiten Heikireki (3): 429 damage. +24 Zeal. No Blocking.

Gouten Daha (2): 875 damage. +40 Zeal. 49% HP in self damage (can be fatal)

Tenka Fubu (1): 268 damage. +22 Zeal. No Counter/Block. Knockback.
Tenka Fubu (2): 429 damage. +36 Zeal. 11% Self-damage. No Counter/Block.
Tenka Fubu (3): 501 damage. +46 Zeal. 20% (31% total) self-damage. No Counter/Block.

Fatal Strike (from Seiten Heikireki): 894 fire physical damage. Regains Health = Damage dealt.

Counter:
Kyokujitsu Shouten: 322 damage. +28 Zeal. No Counter/Dodge/Block.

Turn 2 damage: 858
SH3->SH3
Turn 3 damage: 2181 (11% self-damage)
SH3->SH3->TF2->FS
Turn 4 damage: 2610
SH3->SH3->SH3->SH3->FS
Turn 5 damage: 3147
SH3x5->FS

Comments: Anju has a game of "Figure out how to get to Overzeal to wreck something and fullheal. It's... kind of hard. She'll generally only reach it on turn 3, and can't reliably get to it without considerable self-damage or triggering counters after the first time. Tiger's Bloodlust is very dangerous. Her counters are unreliable. Going Tenka Fubu->Seitenx2 to get Overzeal turn 3 involves taking 11% self-damage... which isn't great, and Tenka Fubu3->TF2 means taking 42% self-damage... It is worth pointing out that if Anju is the last fighter on the field and DOES KO herself and the enemy at the same time, she wins in-game.



Jachtwald:
Element: Wind (-50 Zeal/turn OZ)
HP: 824 (111.6%)
Atk: 73
Def: 62
Spd: 94 (91.1%) (80, 77.5%, in Reppu Stance) ('80', but 131.7% speed in Shippu Stance)
Defensive Durability: 132.6% (172% in Reppu stance)

Passives:
Skill Tutor 3: Increase Skill/reaction activation for nearby allies by 10%
Eye of Courage: Ignores Zones of Control
Art of Revenge 2: 75% chance to counterattack
Eye of the Fighter 2, can lock down 2 enemies close to Jachtwald
(Stance Only): AoR3: 100% counterattack

Reactions:
Close Dodge: 25% chance to dodge a close attack. Zeal +9
Far Dodge: 25% chance to dodge a ranged attack. Zeal+9
(Stance Only, Replaces the above)
(Stance) Perfect Dodge: 50% chance to evade an attack, advance in turn order (gets a turn now) and end the foe's action chain. Zeal+9

Action Chains:

Kagematsuba (2): 290 Wind/Phys damage. +32 Zeal
Kagematsuba (3): 327 damage. +42 Zeal. Enters 'Reppu' Stance', setting speed to 80, Def to 77 and enabling stance counter/dodge.

Tsukuyozuru (2): 404 Wind/Phys damage. +8/-12 Zeal. No Counter/Dodge. Reduces target Def by 20% (+13% damage) for 2 turns (included in damage)
Tsukuyozuru (3): 430 Wind/Phys damage. +12/-12 Zeal. No Dodge. Enters Sheathed Stance 'Shippu', which enables Sheathed Dodge/Counter, it sets speed to '80' but reduces wait time to give a speed equivalent to 136 [131.7%].

Fatal Strike: 518 wind physical damage. Can be triggered from Kagematsuba or a counter if in Overzeal.

Counter: (Range 2)
Senranzakura (3): 260 damage. +24 Zeal. Reduces target Def by 20% (Included in damage). [If in a Stance, this instead does 317 damage]

Turn 2 damage: 1173
K3->K3->FS
Turn 3 damage: 1712
K3->T3->K3->FS
Turn 4 damage: 2186
T3->K3->T3->K3->FS
Turn 5 damage: 2673
K3->K3->FS->K3->K3->K3->FS

Comments: Jachtwald is solid on all fronts but speed. And that speed is complicated by one of his stances reducing it even futher. And that is complicated by one of the stances incresing his speed. And that is complicated by him getting a turn regardless of speed if he gets an evade off. It is all... complicated. It is generally a bad idea to let Jachtwald get going however.



Munechika:
Element: Earth (-60 Zeal/turn OZ)
HP: 870 (117.8%)
Atk: 72
Def: 80
Spd: 104 (100.7%)
Defensive Durability: 189% ...

Passives:
Ground Wall Barrier 2: Allies within 3 squares of Munechika reduce damage by 15% (Not Munechika herself)
Indomidatble Spirit: Prevents Knockback Effects
Eye of the Fighter 3: Can lock down 3 enemies close to Munechika
Code of Honor: When an ally is next to Munechika, they take 20% less damage.
Stance of Immovable Attack Chain: If unit doesn't move, get 2 actions instead of 1...
Quick Rebound 1: Advances Turn Order slightly when attacked.
Art of Revenge 2: 75% chance to counterattack

Reactions:
Earth God's Perfect Defense: 100% chance to negate Earth elemental damage for self and nearby allies. +14 Zeal
United Defense: 35% chance to reduce damage by 75% for self and nearby allies. +14 Zeal

Action Chains:

Saizuchi (3): 307 Earth physical damage. +30 Zeal. Removes target's buffs.

Taizan (2): 271 Earth damage. +28/-18 Zeal. No Counter/Dodge. Applies Taunt (Enemy must chase after and attack Munechika)

Kazan Tairei (1): 91 healing, +4/-10 Zeal. Places a defense tile (20% damage reduction)
Kazan Tairei (2): 342 healing, +8/-20 Zeal. Places defense tile. Increase max HP to 1348 (155%) for 3 turns.

Counter:
Shinken Sekisen (2): 216 fixed ITD earth damage. +32 Zeal. Drains 10 Zeal.

Fatal Strike: 620 damage.  Reduces enemy Move to 0.

IF ENEMY IS TRAPPED AFTER TURN 1:
Turn 2 damage: 1848
S3->S3+S3->FS+S3
Turn 3 damage: 2461
S3->S3+S3->FS+S3->S3+S3
Turn 4 damage: 3389
S3->S3+S3->FS+S3->S3+S3->S3+S3->FS+S3
Turn 5 damage:  4002
Same as turn 4 + S3+S3

IF ENEMY IS NOT TRAPPED AFTER TURN 1 (larger, various skills)
Turn 2 damage: 614
S3->S3
Turn 3 damage: 1848
S3->S3->S3->FS+S3
Turn 4 damage: 2154
S3->S3->S3->FS+S3 -> S3
Turn 5 damage: 2461
S3->S3->S3->FS+S3 -> S3 ->S3


Comments: The Wall herself. In most battles, Munechika will be attacking twice every turn, except for perhaps the first turn. Enemies trapped by her will have to take her counters 75% of their attacks. Her defensive skill increases her durability further... Munechika is probably the best dueler in the cast. She's tanky enough to just heal/attack her way through even big damage, with counters and the defensive skill and overzeal turns to help.



Fumirul:
Element: Light (-80 Zeal/turn OZ)
HP: 686 (92.9%)
Atk: 68
Def: 48
Spd: 92 (89.1%)
Defensive Durability: 91.9% (229% after debuffing enemy Atk...)

Passives:
Inescapable Charms: Puts nearby enemy male units in a taunted state
Wink of Destruction: Establishes a Zone of Control for enemy Male units.
Morale Surge 2: Male allies within 2 squares get +10% Atk/Def/Spd
Exorcize: +20% damage against undead enemies
Stance of Offense and Defense: Can take both an offensive action and a healing action on the same turn. Unfortunately useless for her in a duel
Grateful Heart 2: Echoes Healing on her by utilizing her own healing chain when healed... Useless in a duel...

Reactions:
Defensive Healing: 25% chance to reduce damage by 35% and heal for 102 HP.

Action Chains:

Mitsugetsu (3): 345 Wind/Light damage. +36/-8 Zeal. No Counter. Reduces Enemy Atk by 30% (massive effect)

Suika (2): 183 Magic Water damage. Applies Stupefy (only 1 action/Action chain), and reduces enemy Move by 2. Not usable after moving, ranged only.

Fatal Strike: 497 damage. (Chains from Mitsugetsu)

Turn 2 damage: 690
Mitsugetsux2
Turn 3 damage: 1531
Mitsugetsux3->FS
Turn 4 damage: 1876
Mitsugetsux3->FS->M
Turn 5 damage: 2221
Mitsugetsux3->FS->Mx2


Comments: Fumirul is probably the best character in the game, but in a duel she is badly underpowered. Her attack debuff is so effective that it might save her in a duel, but only just.
« Last Edit: January 04, 2023, 04:16:48 AM by Pyro »