KOU TOKISAKA
Range: Average
Speed: Above Average (Good Combo and Charged Attack. Slower Movement + Air Dash speed)
Element Attribute: Any/Variable
Equipment:
* Shiranui's Clothing (+600 HP, +25 Atk, +45 Def, -15 M.Atk, -55 M.Def, +5% Crit)
* Tabi of a Hundred Nights (-5 Def, +40 M.Atk, +95 M.Def, +5% Crit)
* These can only be acquire by increasing Kou's personal parameters via Sidequests. They are gifted to him by his grandfather. This topic will assume Kou does not have these equipped. The stat change in brackets is what his stats will be at compared to the standard Variable Gear.
Raging Gear's Element Grid:
- 5 Free Nodes
Set Ups:
1) Attacker - Guinnungagap Master Core - Shadow Element
HP: 3796
Atk: 447
Def: 462
M.Atk: 362
M.Def: 400
Crit: 14% (26% from Elements)
Elements set -
Luminescence - Absorbs 3% damage dealt as HP
Hinezumi - Increases Crit Damage by 25% (175% total)
Hammer II - Increases Charged Attack damage by 20%
Double Axe - Crit Rate +12%
Position to Strength - Increases Charged Attack damage by 100%, but cuts the power on Ranged/Air Dash damage
Attacks:
Combo: 3 hits, doing 370 + 400 +450 damage, for a total of 1220. First hit is a wide arc, second is a vertical chop and last one is a stab forward.
Ranged (Stinger): 300 Damage, 15 S{
Charged (Round Edge): 2 hits of 1800 damage or 3600 total. Hits in a wide area around Kou. If in the air, Kou will angle his attack towards the enemy automatically. 15 SP
Air Normal: 350 damage. Huge vertical tolerance
Air Dash (Anchor Slide): 4 hits of about 135 damage, for a total of 540 damage. 15 SP.
Super - Extend Gear - 3500 damage (hits entire screen)
Comments:
Kou's flexibility means he gets a lot of options for different set ups, but his most bread and butter is just straight damage. Brings the pain to the table with his very punishing Round Edge that hits for more damage than his super. Even better, it's executing off of one of his better attack speeds although the range is fairly average. He has some options here for the last slot, but I went with 3% draining because even though it's not much, it can end up mattering since it's still a small amount of healing every attack. With a notable crit rate and boosted crit damage, he'll crush opponents if they take too long to put him down.
2) Stall - Mercurius Master Core - Spirit (Ice) Element
HP: 4196
Atk: 397
Def: 415
M.Atk: 402
M.Def: 440
Crit: 10%
Elements set -
Luminescence - Absorbs 3% damage dealt as HP
Thread of Life - Regens HP (8.33/sec)
Suiun - +400 HP, Status ailment duration is halved (already factored)
Ryuuki - Automatically charges Drive gauge (1% every 2 seconds)
Genbu Shell - Nulls damage received 20% of the time
Attacks:
Combo: 3 hits, doing 370 + 400 +450 damage, for a total of 1220. First hit is a wide arc, second is a vertical chop and last one is a stab forward.
Ranged (Stinger): 600 Damage, 15 SP
Charged (Round Edge): 2 hits of 750 damage or 1500 total. Hits in a wide area around Kou. If in the air, Kou will angle his attack towards the enemy automatically. 15 SP
Air Normal: 350 damage. Huge vertical tolerance
Air Dash (Anchor Slide): 4 hits of about 270 damage, for a total of 1080 damage. 15 SP.
Super - Extend Gear - 3500 damage (hits entire screen)
Comments:
A much more defensively oriented set up that's meant to stall out opponents. Damage goes down significantly, but in turn, he gains Regen, 20% evade while keeping the draining. The big thing in this set up is being able to access X-Drive. With Ryuuki equipped, Kou can try waiting for X-Drive to kick in, at which point, he'll recover 50% of his Max HP and can still press offensively since he'll gain weakness bonus along with a variety of other effects. It's not a very common thing to happen, so this is really only reserved for cases where he wants to tank out the damage, then still have some gas left in the tank to win. Also of note is that this set up makes him further status resilient since those that the Mythology doesn't cover will wear off twice as quickly. So if you're going to try that route to win, make sure you're using something that is permanent or instantly incapacitates.
Overall -
Kou's probably a High Middle of some variety. The stall game is niche, but it gives him a chance against fights where straight up damage won't win. Flip side, the sheer damage he does is quite good but it will come down to the rest of the cast to see where he ends up. Could make it up to Heavy, but really lacks tricks up there so he likely won't Champ. He can certainly put up a show if his damage ends up as good as it does on initial inspection though. The cast (and not just Kou) likes that the Mythology locket is affordable so it makes them all immune to a plethora of status. As an added bonus though for Kou, he can also equip elements that further reduce status duration so sticking him with negative effects are going to be very select. Changing his element affinity won't matter as much but it will make him harder to wall, so he should constantly be able to hit neutral - which is one thing his cast mates don't have on him.
ASUKA HIRAGI
Range: Below Average (1/2 a tile shorter)
Speed: Very Fast (Great Movement, Combo, Ranged and Charged Attacks. Only Slower on Air Dash - and even then is still average)
Element Attribute: Spirit/Shadow
Ecthelion Hearts's Element Grid:
- 1 locked Spirit Node, 1 locked Shadow node
- 3 Free Nodes
Set Ups:
1) Ranged Shooter - Mercurius Master Core - Spirit (Ice) Element
HP: 4112
Atk: 373
Def: 403
M.Atk: 447
M.Def: 458
Crit: 12%
Elements set -
Onimaru - Absorbs 6% damage dealt as HP
Thread of Life - Regens HP (8.33/sec)
Suiun - +400 HP, Status ailment duration is halved (already factored)
Bolt 2- Increases Ranged Attack damage by 20%
Soul of Archery - Increases Ranged Attack damage by 100%, but cuts the power on Charged/Air Dash damage
Attacks:
Combo: 4 hits, doing 270 + 300 +330 +350 damage, for a total of 1250. Last hit has a good deal of vertical reach since Asuka slashes towards the sky
Ranged (Splash Arrow): 5 hits of 250, total 1250 Damage, 10 SP
Charged (Crystal Sword): 3 hits of 290 damage or 870 total. Hits mainly in a vertical line. 15 SP
Air Normal: 2 hits of 330 damage.
Air Dash (Raging Blizzard): 4 hits of about 200 damage, for a total of 800 damage. 12 SP.
Super - Criminal Stigma - 3800 damage (hits entire screen)
Comments:
For those of you that consider range in DL fights, this is Asuka's go-to. It hits from a far distance away (about 14 tiles - same as Gorou's first Normal) so she'll get in 2-3 hits before the enemy reaches her. Like Kou, as an added bonus, it comes off of one of her faster attack speeds and is even more conservative on SP than her other specials. The notable downside of course is the lack of damage, so this set up isn't very good if you're the type that doesn't really consider range as a thing. Thankfully, she has a back-up option, which is probably her DL primary.
2) Status - Mercurius Master Core - Spirit (Ice) Element
HP: 4512
Atk: 373
Def: 403
M.Atk: 447
M.Def: 458
Crit: 12%
Elements set -
Luminescence - Absorbs 6% damage dealt as HP
Thread of Life - Regens HP (8.33/sec)
Murasame - +800 HP, Status ailment duration is cut by 9/10 (already factored)
Ice Sword 3 - 30% chance to Freeze target per hit
Yatagarasu - Increases Damage dealt by 50% if target is suffering from a status effect
Attacks:
Combo: 4 hits, doing 270 + 300 +330 +350 damage, for a total of 1250. Last hit has a good deal of vertical reach since Asuka slashes towards the sky
Ranged (Splash Arrow): 5 hits of 104 damage, total 520 Damage, 10 SP
Charged (Crystal Sword): 3 hits of 580 damage or 1740 total. Hits mainly in a vertical line. 15 SP
Air Normal: 2 hits of 330 damage.
Air Dash (Raging Blizzard): 4 hits of about 400 damage, for a total of 1600 damage. 12 SP.
Super - Criminal Stigma - 3800 damage (hits entire screen)
Comments:
Has an option to equip Blind vs. Freeze, but Freeze is less likely to be blocked at the cost of reduced status proc rate. Kind of worthwhile here though because both are going to be turn 1 under most interps. 5 hits with a 30% chance to proc means that there is only a 26% chance for Asuka to not freeze the target (so 74% chance to hit). Anyway, this set up for Asuka focuses less on damage (but still somehow ends up with more...) and more on outlasting until a Freeze proc. Once that happens, her damage will jump up before it wears out and she can lay on the pain. Helps also that Freeze will completely stop enemies from acting in general, so it is quite powerful. The mild draining and regen can help her if she runs up against Freeze resistance and needs more turns before it hits.
Overall -
First set up is probably a Low Middle unless you count range as being a thing. Then it's harder to tell because Asuka will get a few hits in before the enemy approaches. And if you consider kiting, then she can do it forever due to her good movement and attack speeds too. Heavy in this case. More suited for standard DL fare is set up 2, which is a High Middle/Low Heavy. Asuka wins in this set up against the Freeze vulnerable. It's not instant death, but it will let her pump up a lot of damage and she has a good chance of doing it. In a straight up slugfest, will probably end up losing since the damage isn't great and the mild healing won't buy her too much more time. She'll feel more like a Low Middle again if that happens.
SORA IKUSHIMA
Range: Average (Longest range on Charged, average everything else)
Speed: Very Fast (Great Movement, Combo, Ranged and Air Dash Attack Speeds. Slower on Charged Attack)
Element Attribute: Steel/Wind
Valiant Arm's Element Grid:
- 1 locked Steel Node, 1 locked Wind node
- 2 Free Nodes
Set Ups:
1) Power Attacker - Gjallarhorn Master Core - Steel/(Earth) Element
HP: 3588
Atk: 427
Def: 454
M.Atk: 354
M.Def: 436
Crit: 12%
Elements set -
Absolute Defense - Nulls damage received 10% of the time
Kusanagi - +60% Chance to cause enemies to flinch on hit
Hammer 2- Increases Charged Attack damage by 20%
Position of Strength - Increases Charged Attack damage by 100%, but cuts the power on Ranged/Air Dash damage by 1/2
Attacks:
Combo: 5 hits, doing 270 + 290 + 350 +370 +460 damage, for a total of 1740. Sora can usually get only 3 attacks off before enemies retaliate...so the flinch chance is good if she has to rely on her normals.
Ranged (Gale Fist): 1 hits of 200 damage, 12 SP
Charged (Savage Fist): 1 hit at 3780 damage. Hits in a fan shape in front of Sora. 20 SP
Air Normal: 2 hits of 450 damage. Note that Sora's air normals are "floaty" as in they make her hover over the ground when compared to say Kou's or Gorou's (where they just sink).
Air Dash (Soaring Assault): 5 hits of about 95 damage, for a total of 470 damage. 12 SP.
Super - Roaring Tempest - 3950 damage (hits entire screen)
Overall:
A little underwhelming, but that's also because of the lack of nodes on her Gear. Sora's a standard slugger who has less damage and tricks than Kou. About the only thing she wins is being faster and I'm not sure that the speed advantage she has is really enough. Kou's higher crit chance + draining probably makes for a better mix. If the damage holds up, is a Middle with no real tricks. If not, probably ends up being on the Light/Middle border.
YUUKI SHINOMIYA
Range: Slightly Below Average (Average sans Air Dash attack, which is below)
Speed: Fast (Ranged Attack is ridiculous. Fast Air Dash Attack and Normals. Slow Movement, Combo, and Charged Speeds)
Element Attribute: Spirit (Ice)/Steel (Earth)
Calvary Mace's Element Grid:
- 1 locked Steel Node, 1 locked Spirit node
- 4 Free Nodes
Set Ups:
1) Tanky All-Arounder - Mercurius Master Core - Spirit/(Ice) Element
HP: 4675
Atk: 351
Def: 390
M.Atk: 464
M.Def: 525
Crit: 12%
Elements set -
Life 3 - +400 HP (Already factored)
Murasame - +800 HP (Already factored), Status ailment duration is cut by 90%
Thread of Life - Regens HP (8.33/sec)
Hammer 2- Increases Charged Attack damage by 20%
Position of Strength - Increases Charged Attack damage by 100%, but cuts the power on Ranged/Air Dash damage by 1/2
Attacks:
Combo: 4 hits, doing 220 + 240 + 340 +370 damage, for a total of 1170.
Ranged (Lambda Shot): 1 hits of 220 damage, 8 SP. Yuuki can strafe while doing this attack, and it comes out very fast.
Charged (Grand Impact): 1 hit at 1000 damage + 1 hit at 2400 damage for a total of 3400. Yuuki actually deals less damage when striking with his mace- the 2400 damage comes from the area of effect aftershocks. Because he's pounding the ground with it, this AoE hits low and doesn't have good air tolerance. 15 SP
Air Normal: 2 hits of 350 damage.
Air Dash (Ideal Attack): 4 hits of about 110 damage, for a total of 440 damage. 12 SP.
Super - Variable Meteor - 4000 damage (hits entire screen)
Overall:
Well, Yuuki pretty much has a little of everything due to his 6 node advantage and having the best two elements to play around with. As a result, his HP is good and he deals respectable enough damage. He's also got that kiting game better than pretty much anyone else because he can strafe while doing it. With the added Freeze chances, he can just spam the attack until it procs, then go in for a few strong whacks and regen some damage. More complimentary to that would be Unburden to greatly slow down the movement of his enemies, preventing them from catching up. Like Asuka, he probably manages to make Low Heavy
SHIO TAKAHATA
Range: Average (Standard attack range sans Air Dash, which is game best)
Speed: Slow (Average Movement Speed, Slow/Slowest Attack Speed on all attack types)
Element Attribute: Fire / Wind
Vorpal Weapon's Element Grid:
- 1 locked Fire Node, 1 locked Wind node
- 3 Free Nodes
Set Ups
1) Brawler - Beowulf Master Core - Fire Element
HP: 3921
Atk: 461
Def: 455
M.Atk: 311
M.Def: 354
Crit: 10% (22% with elements)
Elements set -
Hinezime - Crit damage +25%
Double Axe - Crit +12% (Already factored)
Mayhem 3 - ATk/Mag +16 (Already factored)
Kusanagi - 60% Chance to cause enemies to flinch on hit
Lightning Sword III - 30% chance to Paralysis on target per hit
Attacks:
Combo: 3 attacks doing +630 +700 and the last hit doing +550 x2, for a total of 2430.
Ranged (Flare Slash): 1 hits of 750 damage, 25 SP. Attack is Piercing
Charged (Ignis Break): 1 hit at 700 damage + 2 hit at 1100 damage for a total of 2900. To get the latter 2 hits, enemies must in front of Shio although the first hit is a wide AoE that will hit behind. 25 SP
Air Normal: 1 hit of 570 damage.
Air Dash (Blast Edge): 4 hits of about 275 damage, for a total of 1100 damage. 25 SP.
Super - Crimson Blade - 3900 damage (hits entire screen)
Overall:
Probably the cast scrub, but even then, Shio isn't *that* awful. His big weakness is speed, since attack speed is the slowest in the game by far. In-game, he makes that up by having very high mults on his attacks (notice he doesn't have any of the double damage elements and still hits 2.9k damage). DL-wise, this advantage is not very well reflected. Instead what he does have is Paralysis status and a very powerful standard combo. It deals more than some characters' charged attacks and doesn't cost him any resources. Paralysis is potentially match ending since it stops the enemy from attacking during that time (although they can still move) but is probably more commonly blocked than Freeze. Most likely is a High Light of some sort. If he's lucky, might hit Low Middle if the damage curve sucks.
MITSUKI HOKUTO
Range: Long (Normal attack range has good reach due to projectiles. Other attack types are more average)
Speed: Slow (Below Average in every attack type sans Air Dash attack)
Element Attribute: Fire/Shadow
Mystic Node's Element Grid:
- 1 locked Shadow Node, 1 locked Fire node
- 4 Free Nodes
Set Ups:
1) Defensive - Ginnungagap Master Core - Shadow Element
HP: 3723
Atk: 397
Def: 446
M.Atk: 457
M.Def: 460
Crit: 14% (22% with elements)
Elements set -
Axe II - Crit +8% (Already factored)
Hinezumi - Crit damage +25%
Ryuuki - Charges X-Drive gauge without action. 1% is charged every 2 seconds (Full bar in 3 minutes 20 seconds)
Luminescence - Absorbs 3% damage dealt as HP
Yatagarsu - Deals 50% more damage if target is suffering from status
Shadow Sword III - 45% chance to Blind on target per hit
Ryuuki's worth is questionable since it charges up so slowly. However, it gives Mitsuki a trump card in longer stall type matches which she specializes in, so it's set up as her default. In other cases, she may prefer an additional 25% Crit Damage from Suzaku or +4% Crit from Double Axe
Attacks:
Combo: 4 attacks, doing 260 + 260 + 260 +390 damage, for a total of 1170. Mitsuki can hit with either her actual staff or from the balls of energy being shot but not both (so there's no sweet spot - just one attack).
Ranged (Innocence Edge): 6 hits of 150 damage, totaling 900. 15 SP.
Charged (Hermit Shell): 4 hit at 480 damage, total of 1920. After activation, creates a static shield around Mistuki that will null the damage of one hit. In addition, it deals 200 contact damage every 3 seconds until it expires. 20 SP
Air Normal: 1 attack with 3 hits, doing 130 x3, total 390 damage.
Air Dash (Wonder Staff): 3 hits of about 380 damage, for a total of 1140 damage. 20 SP.
Super - Chaos El Dorado - 4200 damage (hits entire screen)
Overall:
She's a real oddball. Mitsuki isn't really about damage, even in game. Instead she's more about tiring and wearing you out. This is reflected in her set up here, Hermit Shell's unique property and her attack range. Boasting the second best attack range (which doesn't vary like Gorou's), Mistuki should be able to strike first despite low attack speed. Then, because her normal attack has so many hits, she's very likely to proc. one of the two status that's available to her, at which point, her damage takes a notable jump. With Hermit Shell, it let's her dodge big limit moves but also allows for some mean "hide behind invincible shield" type strategies against those without multi-hitting moves. Her problems other than speed are low damage and two elements that are somewhat more common. Should be interesting to see how she actually performs. Likely a Heavy of some variety due to Hermit Shell cheesing.
SAEKI GOROU
Range: Massive (Very long. Only average on Charged Attack)
Speed: Slow (Fast only on Charged attack. Everything else is near bottom on ranks)
Element Attribute: Fire/Steel (Earth)
Arc Trinity's Element Grid:
- 1 locked Steel Node, 1 locked Fire node
- 2 Free Nodes
Set Ups:
1) Smasher - Gjallarhorn Master Core - Steel/(Earth) Element
HP: 3940
Atk: 429
Def: 477
M.Atk: 393
M.Def: 462
Crit: 12% (24% with elements)
Elements set -
Double Axe - Crit +12% (Already factored)
Hinezumi - Crit damage +25%
Hammer 2- Increases Charged Attack damage by 20%
Position of Strength - Increases Charged Attack damage by 100%, but cuts the power on Ranged/Air Dash damage by 1/2
Gorou might consider Steel Sword 3 if you allow kiting. He's probably got the second best kiting game due to his enormous range and normal attack's properties.
Attacks:
Combo: 4 attacks, doing 300 + 200 + 250 +500 damage, for a total of 1250. Note a couple of things - first Gorou can wait out the first attack and instead of comboing, go straight back into it. This has the advantage of preserving his immense attack range. Second, many of Gorou's normals are actually made up of multiple small hits. In this case, his first attack has 3 hits and his second and third have 2. This is important for status procing (and why Steel Sword 3 words) as well as keeping mind of damage mitigation effects from other duellers (Melody and Jude spring to mind). Actually, his second and third attacks have better range then they appear - looks to be about 8 tiles worth of range.
Ranged (Force Barrage): 3 hits of 150 damage, totaling 450. 20 SP. This attack has piercing
Charged (Riot Buster): 1 hit at 4800 damage. 20 SP
Air Normal: 1 attack at 330 damage. Like his ground normal, is comprised of 3 hits
Air Dash (Burst Lance): 3 hits of about 130 damage, for a total of 390 damage. 20 SP.
Super - Chaos Disaster - 3800 damage (hits entire screen)
Overall:
Pretty much a better Sora. Like her, he only has 4 nodes - but they are in better elements, so Gorou ends up packing a nasty punch. His game is complementary. He can use his huge range to poke you and unless you have ranged attacks of your own, he can kite pretty effectively too once the slow effect procs. With that many hits on his normals, this happens pretty often. Assuming you get in (or don't allow kiting), then Gorou just pounds away with his halbard. It deals what appears to be game best damage and unlike everything else on his speeds, it comes out really *fast*. With the crit rate on it and added crit damage, I suspect he'll end up with a solid 2HKO on average and probably ends up as a High Middle/Low Heavy of some sort.