User talk:Himlyk

All Edits Are By User meldivri Unless Otherwise Noted Questions about Mechanics : Defending other units :: It seems like a lot of times a unit defending another unit will block party-wide AoE Physical spells, does this always work? Summoning Tickets : Is there actually a decent chance of pulling units from the Featured Summon comparaitevly to the Rare Summon pool when new units come out. I know about the 5000 Lapis 4 star or better guaranteed, but I have yet to get a 5 star from this, naturally, as they are extremely rare. I just to know if Featured really does seem to give a better chance of the units listed other than giving you a large quantity of the 3 star base "trash" units that are usually good, but not great.

Role Discussion Top Favorites List
I will break down units I've used and personally liked, or have not had much experience with but strongly can recommend based on ratings, rankings, and other discussion, as well as the abilities they have. I will primarily focus on units that don't have 5* bases, because frankly they are all amazing and should be treasured greatly (or whaled until you own them!). If a specific unit is NOT in this list I may not have used them or other units perform better. This doesn't mean a unit like Artemios, Medius, or Bartz are bad at Physical DPS, they just aren't the best of the 5* damagers, in fact I quite like them all, and own them, but other units do better damage application, have better stats, etc. If you like a unit, and it's got a 5* max form, and you don't have a Rankings Page Top 5 don't fret. You'll get better units in time and better equipment during events, Colossuem levels, and storyline explorations and questlines! No unit is bad if they are making your party better and working at the moment, but it's easy to get focused and sidetracked and neglect much stronger units that you have to wait until they are higher level for them to be a better choice. It's all about trade offs and material usage planning. It's good to chain-swap units to level many until you find the best ones for you and to give everyone a chance at experience. It's easy to carry 1-2 units until they level when you swap them out, but it's hard to carry all 5 at once, so don't Max Level them all then swap them all, cycle through them as you can. Focus on units that can get to 5* and 6* but also have abilities and magic that will provide the most benefit.

DPS
 * Physical Damage
 * Agrias - She has good field damage with her Bladeblitz and a moderate equipment selection to be able to grant decent output compared to some of the others, while her Full Break and Cleansing Strike can whittle down a single target fast
 * Firion - A little weaker than Agrias, but can equip basically anything; lacks good single target currently. Served me well as AoE damage for a long time until I could get better units in my party and leveled.
 * Warrior of Light - Lower damage output, but he's also got Full break and provides some tanking
 * Cloud of Darkness Love CoD, especially now that the 6* update makes it extremely powerful against human targets. Barrage seems to do best against 2 or fewer targets unless you have the field setup for CoD to be able to finish each one she hits. Can be setup as a mage but doesn't shine like this unless you are drowning in mage gear.
 * Chizuru has been one of my long standing fighters, also has Barrage, but can paralyze a ST or Light Shell them or use her dispel to reset a target for your Full Breaker to reapply the debuff.
 * Kain I surprised myself with how good he actually turned out to be in 5* form. His Dragon Leap can blast away chunks of ST health, or if he's got Death Scythe he can AoE drain hp from the whole field. Be aware of his leaping mechanics and how this affects the fight: On usage he jumps into the air during your turn, enemy will receive one action, after which he will fall on them and return to the field, but will be disabled again for another turn.


 * Mages
 * Golbez is just awfully sexy. Unfortunately he's got bad equipment selection, low stats, low passive abilities to bonus himself, but he DOES have good elemental variety. Was one of the units I've been most excited to unlock, even if he isn't amazing.
 * Rydia is a glasscannon and runs out of MP pretty fast if you aren't careful. Her Meteor is one of the top AoE non-elemental spells though, and ignores some of the enemy SPR. Good for heavy clearing/whittling but very bad for elemental chainings. I can easily set her equipment up to give her 5 castings of Meteor without any ethers/MP restoration, which is bad for explorations, decent for short easy quest/vortex fights, and pretty good for Colosseum fights.
 * Kefka Ice and thunder chains, good mana pool, high Magic, and Hyperdrive which is like a ST version of Meteor.
 * Exdeath I don't own him but many others do. He's strong in DEF and MAG but I quit letting him friend-join my party when he was consistently getting me killed (private issue with him, he's actually pretty good!) He also learns Meteor and has good elemental selection, as well as auto-regen which can keep him topped off easily for long fights.
 * Terra Budget mage / offhealer / Raise. Does Fire damage, will talk about her more in Revival units.

Healers
 * Status Removal
 * Roselia Fantastic LB and skills for removing statuses from the party and also a good healer.
 * Cloud of Darkness Has a skill (read: can't be silenced out) to clean statuses from the party.
 * Esuna Anyone that has this, only weak points are that it can't clean Disease or Petrify, use Cleanse and Stona respectively. Sometimes for MP budgeting you want to single cast to remove a status effect instead of just blasting Esuna willy nilly.
 * HP Healing - Cura will be your first goal to achieve for your party healer, then Curaga.
 * Curaga. This is what you want, regardless of who it's on. Curada is good for a ST heal, but does a tiny bit less healing. Limit breaks that Heal AND have an additional affect are fantastic for saving MP, but even a straight heal like what Maria has is useful too. I was able to autobattle through a huge chunk of the game because of her LB and rarely got into a tight spot until pretty late.
 * Rosa MP Restore skill that acts like Regen and gives about 7-11 mp per turn for 3 turns, LB Heals and restores a ton of MP, and a good healer.
 * Refia Fantastic healer, and also has Raise. Plus that battle-end animation!!!!
 * Garnet Raise, Curaga, Cura, but her limit break doesn't heal party.
 * Tilith Heals using Skills not magic, can't equip a staff naturally.
 * Off Healing - Someone to back up your main healer, but typically they are performing Support, Damage, or Tanking
 * Again - Curaga first, Cura is next best. A lot of units have at least Cura.
 * Revival
 * Raise or Revive or Full-Life
 * Terra, Tellah, Amarant, Refia, White Witch Fina, and anyone else listed in the ability descriptions. Having these units saves you Pheonix Downs which can be hard to find. Be careful with Raising units because that unit won't be able to get an action until the next turn. Raise them, then heal them with a different unit preferably to full or high health. Nothing is more frustrating than the same unit dying in a loop over and over. Sometimes it's better to raise a less-critical unit that has more total HP because they will come back less at risk.

Debuff
 * Full Break or anything better than itself (sometimes only breaking DEF/SPR or ATK/MAG is stronger with other abilities). Armor and Weapon Break are good early on for boss fights and are very common.
 * Dispel Gets rid of positive buffs on the enemy, but also will remove your debuffs. Don't cast this last if you plan to use it, Cycle dispel first then reapply your debuffs.
 * Elemental Reduction - Imperil, Curse, Kefka's limit break, Crushing Blow. This allows you to weaken them to particular elements then chain those in the weak side.

Buff
 * Protectga, Shellga and occasionally their ST variants, Barfira and other elements.
 * Cerius is an amazing support unit for shutting down enemy elemental damage and once you find and create the other element resistance buffs can equip those; you only need to equip 3 as she learns Fire, Ice, and Lightning naturally and eventually can reduce those by 70%. [Cloud of Darkness] gets a weaker 8 element party buff, and Tilith has 7 elements.