User:Kataikou/Buff Exvius - Buffer Guide by Kataikou

Buffers are an irreplaceable part of every party. As time progresses, the need for high-value, reliable, and stable stat increases becomes more and more important for difficult content. On top of that, buffers can also provide much needed utility in the form of healing, mp refreshes, applying resistances, etc.

We have a respectable number of buffers available to us, though many of these units are rarely discussed at length (especially Global Exclusive units). They are often overlooked as being sub-optimal compared to the current meta unit, resulting in very little guidance on how to use these units.

Disclaimer: This guide is not meant to be a ranking of who is the best buffer in the game. Rather, the aim is to explore each unit and point out the best ways to take advantage of their strengths. Not everyone has the luxury or desire to chase the biggest and best units. For many of us, our units are chosen for us, and we aren't always aware of all the tools at our disposal. Even those with the current meta units may find that a different buffer may be better suited for a given situation.

Overview
† - Cannot be Dispelled ‡ - DEF/SPR only

Primary Buffers
Primary buffers are units who can reliably maintain high value stat buffs as their primary role. For the purposes of this guide, these are units who can apply and sustain a least a 130% buff to the entire party by any means (ability, cooldown ability, or limit burst), while also able to fall back on at least 100% buff should those buffs fail (via death or dispel). When played correctly, the party should never be without buffs so long as the primary buffer is alive.

Secondary Buffers
Secondary Buffers are other units who can act as buffers, but often lack reliability or buff strength in their kit. They can be valuable party assets by providing buffing as a secondary role, acting as an emergency source of buffs should the primary buffer is incapacitated. They may also replace the primary buffer completely, at the risk of having weaker buffs or missing a buff rotation due to lack of Limit Burst availability.

For a lot of regular content, and some of the older trials, a secondary buffer is more than enough to sustain your team. You can also pair two Secondary Buffers (such as Chow and Rena) to cover each other's weaknesses, giving you both the reliability and power of a primary buffer.

Ace
Ace... almost didn't make this list. The randomness of his abilities and the low numbers hold him back to actually complete the role of being the buffer. While he can reach 140% DEF/SPR and 40% General Mitigation with Top Hand and Force Hand, the abilities are random and you'll likely get the 80%/20% variant instead.

So why use Ace? Because sometimes 80% DEF/SPR is good enough and you want his other utilities. His on-demand MP Refresh is very good (especially against trials with osmose). Summon Eidolon is great when running missions that require summons. Tri-beam Laser is still a great on-demand imperil. Bring a sturdy tank and damage with their own ATK/MAG buffs and you'll do fine on most content.

Chow
Chow's role as a slot-efficient magic tank is no secret. From his initial release, he has been an outstanding magic tank with buffing and healing capabilities. His enhancements and 7* awakening made sure he'd be a staple in many lineups. With Enhancements alone, Chow can sustain a 100% buff to all stats (with Charm and Stop resistance) while also fulfilling his healer or tank role.

Chow's main weakness is a difficult early game. He can only cast MAG/SPR or ATK/DEF buffs on turn 1. The ideal turn 1 would be a DEF/SPR buff, but Chow doesn't have that option. This leaves your party without a defensive buff until turn 2. This is delayed even further if you're using Chow as a magic tank as well. If you can survive until turn 3, however, you a pretty safe turn rotation to upkeep all your buffs.

Chow is fully functional at 6*. His 7* gains a cover+barrier, a break resistance buff, and an unlockable double cast For his buffing skills. This gives him a bit more turn economy and flexibility, but you'll be missing the 7* stats more than you will the abilities.

Lunera
Once one of the premiere buffers in the game, Lunera has moved away from her buffing role, but hasn't abandoned it completely. At 7*, she can alternate between Ionitan Caritas (5 turn cooldown) and her classic Elven Song+2 to bounce between 135% buffs and 90% buffs. Although 90% may be a bit low nowadays, it may still be enough to get through harder content if you don't have other options.

Remember that Elven Song will make Lunera sing for 2 additional turns, leaving her without actions. This may leave your team vulnerable if they are dispelled or killed, as she has no what to rebuff them until she stops singing.

If you have a duplicate 7* Lunera, alternating Ionitan Caritas between the two will sustain a 135% buff to the whole party while also giving Lunera a chaining partner on non-buffing turns.

Mediena
Mediena can be a capable buffer in between turns, able to maintain a 135% buff in between nuking rounds. If you're running into slot economy problems and need both a buffer and element coverage/imperil/damage, Mediena might be able to fill that niche.

Her buffing comes in the form of Luna Verve (a cooldown ability), and her Limit Burst, so you may run into some trouble if your buffs get dispelled or if someone dies in between rotations.

Start with Luna Verve for the initial 130% buff (with a 200% LB gain buff), then use her Limit Burst on Turn 4 and rotate between the two. Prioritize the Limit Burst buff when you can, and use Luna Verve for emergency buffing afterwards. Do whatever you like in the turns in between (including healing or mp refreshing if your team needs it).

Ramza
Ramza moonlights as a breaker more than a buffer these days, but his buffs are still decent in lieu of better options. He can sustain a 100% buff to all stats while providing a respectable heal and mp refresh every round. He's stuck singing for two turns after casting, so you won't have any options if an ally dies or is dispelled during the song, though.

His skill rotation is the simplest. Just use Enhanced Hero's Rime. You don't have any turns to do anything else.

Rena
Rena is a healer that comes with a stacked kit of buff-style abilities, but lacks primary stat buffs in her regular abilities. Instead, all of her stat buffing power comes from her Limit Burst. It's very good, topping out at 150% buff to all stats, with a break removal, heal, and mp refresh to top it off. Of course, Rena will struggle to get this going early, and at 40 LB crystals, it'll be hard to upkeep.

At 6*, Rena's LB only costs 20 crystals, making her a very stable option for buffs at the cost of a weak Turn 1 and 7* utility. It's great if you lack a more reliable buffer.

Start with Mother's Protection on Turn 1 for a solid 130% DEF/SPR buff with Auto-Life. By turn 4, you should have enough crystals to use her Limit Burst, with plenty of turns in between for her to focus on her healing and buffing roles.

Seaside Nichol
The only reason Seaside Nichol isn't listed among the primary buffers is his lack of ATK/MAG buffs. Otherwise, he acts as a pure defensive buffer, specializing in high DEF/SPR buffs and all manners of damage mitigation. All three damage mitigation types, some elemental resists, element imbue (water), and the rare debuff removal/soak gives him plenty of utility. His Limit Burst reaches an astounding 170% DEF/SPR buff, and at 30 crystals, it's not difficult to upkeep.

Turn rotation will look like Lifeguard-Shade/Lifeguard-Exhilarant --> Sandcastle --> Foam --> Repeat. This should give you a complete set of defensive buffs on top of some LB gain for his 170% buff. If you're confident, you can drop Sandcastle or Foam for other support (healing, mp, etc).

Bring damage with their own buffs, such as Hyoh, Kurasame, or Trance Terra. The number of damage units with self-buffs continues to grow, so there's no shortage of options. When fielding these units, Seaside Nichol becomes a very good option for your buffing support.

Soleil
As a 4* Base/6* Max unit, Soleil has the notable ability to provide 120% buffs on a budget. She's perfect for new players who have yet to find better options. She won't provide much else, though, other than a negligible 35% break on her abilities. Her turn rotation will look like Panzer Dance (100% Def) -> Shooting Dance (120% DEF/SPR) -> Cannon Dance/Schwert Dance (120% ATK/MAG). Then alternate between Panzer/Shooting and Cannon/Schwert.

If you're on a budget, you only need to buff one defensive buff and one offensive buff to make full use of Soleil.