User:Trendy ideology/Test123

Role - What does this unit do best? What area does it excel in the most? Tank, healer, chainer, capper, support, utility, etc.

Overall - The overall score/rating for this unit. As a package deal within the larger context of putting the unit on your typical team, how well does this unit mesh with common team configurations, how useful is the average person going to find this unit if they pull it?

Heal - Rates the unit's raw healing output, with consideration for things like dualcast, reraise, strong AoE, etc.

Buffs - Rates the unit's ability to provide typical party buffs such as stats (atk/mag/def/spr), elemental resistance, resistance to breaks and other debuffs, universal damage mitigation, physical mitigation, and magic mitigation.

Breaks - Rates the unit's ability to apply stat breaks to enemy units. Rating takes into consideration single target versus AoE, duration of breaks, how strong the breaks are, if there's any setup such as being attached to a LB involved, etc. A unit that can apply turn-1 breaks will be more strongly considered for a good rating versus an identical unit that applies the same amount of breaks but can only apply them through LB, or one stat at a time.

Imperil - Similar to breaks, the unit's ability to apply elemental resistance debuffs to the enemy is evaluated. Usefulness of that specific element within the larger context of weapon availability, common elements, and common resistances is considered, along with similar considerations to how breaks are evaluated.

Tank - Rates the unit's ability to redirect damage from enemies to themselves while staying alive and providing other utility. Rating assumes that a cover-tank is being evaluated within the context of a fight where cover tanking is preferable, and that single target tanks are in a similar context where that style of tanking is preferable, etc.

Chain - Rates the unit's ability to create contiguous chains. Continuous chains boost damage (up to a cap) and are also used for capping single-hit high-modifier skills. The unit's ease of creating a chain with other similar units or duplicates is evaluated, their chaining potential assumes ideal chaining conditions, i.e. using macros or phone features for spark chains.

Cap - Rates the unit's ability to land a single-hit or short duration multi-hit attack with a high damage modifier at the end of a chain for large amounts of damage. Capping, or finishing, is not often employed so this rating is not a serious consideration for most units aside from those that specialize and excel in this area.

Gear - How easy is it to gear this unit? Are there f2p and newbie friendly gearing options? Or does squeezing reasonable performance out of the unit require specific gear/TMR such as fixed dice? Units that are easier to gear and perform well even with mediocre gear are rated higher, units that require very specific gear setups are rated lower.

Utility - How much utility outside the context of the other ratings does this unit bring to a team? Generally speaking a high score here means "Well, this unit brings some things to the table that we don't feel are really reflected in the other scores, so we want to draw attention to this" - and you should probably check the notes regarding that unit if you want more information on what kind of utility that specific unit has.

Eff. - Slot Efficiency: The idea that if you have a unit that can apply breaks AND imperils with the same ability, or applies a useful buff WHILE also providing healing, you may not need to bring along another unit to do one of those jobs, since this unit is covering both jobs, which potentially frees you up to bring along another source of damage, a chainer, or a finisher. A high rating in Slot Efficiency means that this unit can cover several key areas necessary for a successful team and frees you up to explore other options for your available slots.