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#artist: n36hoko
300iqprower ยท 2 years
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Hypothetical Rank Ups No. 62-65: Summer Kiyohime
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[This is probably gonna be less in depth/more rapid fire explanations because I don't even like her this is just a way to cope -_- Making these was more fun than actually getting her that's for sure. The obligatory "not really needed but wouldnt be too much to give it" is the NP rank up; all three of her skills absolutely need rank ups if only for how unbelievably boring they are.]
Passionate Summer A -> Passionate Summer (Madness) A+
Decrease Critical Rate for all enemies (5^ turns). Increase your NP Gauge only when on a [Waterside] or [Sunlight] field. [Activates first] [10-40%] Change current field to [Waterside] (5 turns). Change current field to [Sunlight] (5 turns). Decrease Charm Resist of all enemies (5 turn) Decrease own Charm Resist against [Male] enemies by 60% (5 turns). [Demerit] [Reduce cooldown to 6/5/4, charm resist down scales from 20 to 60%]
The gimmick here is that you have a high battery on a low cooldown but it's entirely field reliant and only changes the field at the END of the skill activation. If the field isnt already Sunlight or Waterside then you wont get any battery out of it unless it's maxed out at level 10, and even then it requires you to use the skill a second time the moment it's available several turns later. The crit rate down is certainly decent but unquestionably a bonus compared to the potential uptime of 40% battery every 4 turns so there isn't much deliberation if you CAN pull off that slightly longer term strategy.
The reason FOR these battlefield changes is Kiyo's madness refusing to acknowledge the end of Summer. No more summer means going back to being a silver unit, and that'll mean she won't be as eye-catching for master! Her overwhelming desire for a neverending Summer of Love creates a sort of viral mental corruption that also reduces the charm resistance of all enemies for several turns....even though she has no charm skills herself. And it lowers her own charm resist against potential Anchins. Oh, Kiyo, what are we gonna do with you....
Bath Transformation A -> Showtime Transformation A
Increase own Buster Card effectiveness (3 turns). Remove one debuff from self when attacking with Buster Cards (3 turns). Increase own Critical Star Gather Rate (3 turns). Apply Guts to self (1 time, 3 turns; stacks with other Guts). [Guts HP scales from 3000-6000]
Honestly this one is just pure balancing. There's almost no lore about summer Kiyo beyond "hehe summer wife" so I latched onto this one being "Now's my chance to get master's attention" and gave her a somewhat short but powerful Guts as her sole survival tool (because obviously she can't let Anchin see her fall short) and a 3 turns of crit gather that's really not an upgrade, rather a sidegrade. It helps in the sense of making Crits easier (especially with her 2 quick cards and high Buster/Extra hit counts) but it also means she'll be hogging all the attention and other allies wont really get to crit (as well as have to provide her Crit support to get the most out of it).
Pursuer of Love A -> White Hot Pursuit!
Decrease DEF for a single enemy (4^ turns). Increase ATK for a single enemy by 20%. [Demerit] Increase Quick Card effectiveness for a single enemy by 20% (4 turns). [Demerit] Apply Target Focus to a single enemy (2 turns) (1 turn at level 10). [Demerit]. Greatly Increase own Quick Card effectiveness (2 turns). Greatly Increase own Critical Star Drop Rate (2 turns). Apply Immobilization Immune to self (2 turns). Inflict Burn (2 turns) when attacking with Quick Cards (4 turns). [Quick up scales from 30-50%, Star Drop up scales from 50-100%, Burn scales from 500-1500.]
The candle that burns brightest brightest also burns out the fastest, and Kiyo has to be fast if she wants to catch her Anchin. The enemy no longer gets a universal 3 turn attack up, but they do get an even longer 4 turns of Quick specifically up (the better to run away with). The defense is 4 turns to match, and there's an additional issue of Kiyo tunnel visioning her Anchin, applying 2 turns of target focus to them (though at max level this becomes 1 turn which drastically reduces any issue it would put forth)
The real buff though is the rest of it; firstly there's an Immobilization Immunity buff, ensuring Kiyo can't be stopped from pursuing her Anchin (and ensuring the short term buffs she gets won't be wasted). More importantly though, Lancer Kiyo only has 2 quick cards and by god we're going to make them count. With a MASSIVE buff to them both, specifically at max a 50% to Quick and 100% to Star Drop, which in combination with her incredibly high Buster hit counts can generate a TON of stars in one turn (30+). This quick buff also encourages using said Quick Cards, which will now inflict a very short Burn for a much higher uptime (4/5 turns at best as opposed to only 2) and the increased NP gain on them will help with her having only one Arts. That NP gain is important as well given the new interaction we're giving her NP with those brief windows of Burn...
Dojo-ji Bell Form 108 - Karyu-nagi A -> EX
Deal significant damage to a single enemy.^ 150% Chance to inflict Skill Seal a single enemy (1 turn). Apply Special ATK [Enemies with Charm] to yourself (3 turns). [Activates first] Removes a single enemy's Evasion buffs. [Activates first] Apply [Burning] field effect to self (5 turns). <Overwatch> Deal supereffective damage to [enemies with Burn]. Apply Burn for a single enemy (5 turns).^ [Anti-Charm attack scales with level at 20/30/35/37.5/40%, Anti-Burn damage scales at 100/120/140/160/180%, Burn scaling increased to 2000/4000/6000/8000/10000]
Haha! Did you really think I gave her charm res down on a whim?! Just like how Lancer Kiyo specifically is based on the part where she killed Anchin, her NP specifically gets a bonus against any cheating Anchin's (or actually just lovebirds in general when you think about it...maybe she's jealous?) with 3 turns of extra attack against charmed enemies, which gets amped even further if you kept your opponent burned! Trapped in the bell, just like in the legend that metal bell superheats Kiyo's flames to immolate everything insider by conducting said heat, dealing massively more damage to burned enemies...though given her short burn duration and limited ability to apply it, she's mainly reliant on chaining NPs or or her allies to inflict said burn. Also while I may not care for her I don't wanna bully Yang out of her entire niche, so the scaling is actually lowering than her equivalent effect, being a base of 100% instead of 150% with barely higher OC scaling. Oh and because the bell is....a giant ass bell trap, no amount of evasion can save her enemies. Especially when she goes full Houdini with her blades
....so to restate.
Lancer Kiyo is now highly burst focused, but with significant drawbacks. She has a 40% max battery, but only through finicky field manipulation that requires heavy investment in her skill to reliably pull off without specific teammates. She has a massive burst on her third skill, but it also requires heavy investment to get the most out of its scaling and even then it has a shorter than average duration. Her second skill is a lot less investment heavy but means you're pretty much stuck with her being your dps as far as crits go, though between the multiple kinds of anti-unit damage types on her NP, that shouldn't be much of an issue for anyone who takes the time to set her up properly.
It's a bit much as per usual, but I can confidently say none of it takes her too far...if only because of how dreadfully boring a kit she has as is. That's pretty much it. Like I said, not even a fan of her. Don't ask why I did this.
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