Retainer and Queen
Thansk for the support again, @mourningstorms! I hope you like it!
This is a paired ending between Ryoma and Kagero from Fates! I took inspiration from their paired endings and a few other endings from 3h!
Ryoma - Peerless Samurai & Kagero - Traditional Ninja
Ryoma was crowned King of Hoshido, and his rule led to an era of unprecedented prosperity. While he focused on the rebuilding effort, Kagero remained a ninja. Not many people saw them together inside the castle, but they met often due to Kagero’s excellence in hiding from people’s eyes. Although they were both taciturn, it was widely known that they cherished their time together. Not many knew of this, but later records show that Ryoma always consulted with his wife and retainer for a long time before making a big decision, which perhaps was the reason why he only left his office until the moon was high in the sky.
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Phina: Roving Dancer (Unit Review)
Available at 5★
Lvl 40 Stats (Flaw/Neutral/Asset)
HP: 37/40/43
Atk: 32/35/38
Spd: 34/37/40
Def: 23/26/30
Res: 20/23/27
Neutral BST: 161
Max Dragonflowers: 5
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Skills
Weapon: Rapier (300 SP)
Mt: 16. Rng: 1. Effective against armored and cavalry foes. Grants Spd+3. If unit’s HP ≤ 75% and foe initiates combat, unit can counterattack before foe's first attack.
Sword. Cannot be inherited. Cannot be refined.
Assist: Dance (150 SP)
Grants another action to target ally. (Cannot target an ally with Sing or Dance.)
Cannot be inherited.
Special: None
A: Spd/Def Form 3 (240 SP)
Grants Spd/Def+X to unit during combat. (X = 2 × number of allies within 2 spaces, + 1; max 7.)
Can be inherited.
B: Geyser Dance 2 (240 SP)
If Sing or Dance is used, grants Def/Res+4 to target.
Cannot use: Staff.
C: None
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Analysis
Despite several pre-existing infantry sword dancers being available, Phina easily beats out the competition not only as a dancer but a sword infantry unit in general with her strong offenses and incredibly powerful unique weapon, Rapier.
As a Gen 4 unit, Phina has a very high BST. Similar to the A Splendid Soiree units, even with a BST penalty as a dancer, Phina performs better than even most sword infantry units and functions nearly identically to those like Athena or Soleil - and that isn’t even taking Rapier into account. The fact that Rapier provides Phina with both two-type effective damage, Vantage, more Mt than either Armorsmasher+ or Zanbato+, and some extra Spd to boot all within a single skill is an absurd amount of value for little cost. Most notably, effective damage and Vantage pair incredibly well together, allowing Phina to OHKO enemies in the enemy phase without taking hits first.
With all this into consideration, being able to refresh units can end up being simply icing on the cake for Phina; if desired, she could be treated just like a normal infantry sword rather than as a support, potentially even unequipping Dance outright so that Phina herself can be refreshed. Although Rapier is arguably the best weapon available to Phina, it should be noted any inheritable builds used on units like Soleil, Hana, Athena, and the like can be used just as successfully on Phina.
Phina prefers boons/assets in Atk and Spd. Her preferred banes/flaws are HP and Res.
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Similar Units
Soleil: Adorable Adorer (37/38/35/28/24)
Phina: Roving Dancer (+3/-3/+2/-2/-1)
Athena: Borderland Sword (36/31/38/27/24)
Phina: Roving Dancer (+4/+4/-1/-1/-1)
Ryoma: Peerless Samurai (41/34/35/27/21)
Phina: Roving Dancer (-1/+1/+2/-1/+2)
Karla: Sword Vassal (42/35/40/23/22)
Phina: Roving Dancer (-2/+0/-3/+3/+1)
Hana: Focused Samurai (37/35/36/23/26)
Phina: Roving Dancer (+3/+0/+1/+3/-3)
Celica: Imprisoned Soul (40/35/35/27/26)
Phina: Roving Dancer (+0/+0/+2/-1/-3)
Ayra: Astra’s Wielder (41/33/37/31/21)
Phina: Roving Dancer (-1/+2/+0/-5/+2)
Navarre: Scarlet Sword (42/31/37/23/24)
Phina: Roving Dancer (-2/+4/+0/+3/-1)
Olivia: Blushing Beauty (36/28/33/27/26)
Phina: Roving Dancer (+4/+7/+4/-1/-3)
Lene: Yearning Dancer (35/28/35/23/28)
Phina: Roving Dancer (+5/+7/+2/+3/-5)
Silvia: Traveling Dancer (40/27/36/17/30)
Phina: Roving Dancer (+0/+8/+1/+9/-7)
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Builds
Budget/Low Investment:
Although Phina has great potential for combat, her status as a dancer means she doesn’t need to built to fight to be useful. Adding Blaze/Gale Dance to her default Geyser Dance allows her to buff three of an ally’s stats by +4 after refreshing them. Wings of Mercy is arguably the best support skill for a dancer as it allows them to refresh an adequately injured ally from anywhere on the map. Warping with Wings of Mercy also immediately puts her in position to use a Bond skill as well as her default Spd/Def Form, the latter especially if her allies are grouped together.
Glimmer is easily one of the best Special options for Phina due to Rapier’s dual effectiveness; Phina will often be dealing large chunks of damage with Rapier, so Glimmer makes better use of that fact compared to, for instance, Moonbow.
Distant Counter:
Having Vantage built into a high-damage weapon is an enemy phase unit’s dream, so it’s no surprise that building Phina to be a Distant Counter/Vantage machine is extremely deadly and a huge threat to certain teams as she can OHKO a wide range of units with Vantage priority attacks.
The first build pairs Special Spiral with Glimmer. Once Glimmer has been charged once and Phina is within Vantage’s HP threshold (and thus Brazen’s as well), Phina will always immediately counterattack with Brazen-buffed Glimmer procs, something that many armored and cavalry will struggle to initiate into, not to mention any frail glass cannons. Def Smoke improves her ability to take out large groups of enemies in the same turn. Null C-Disrupt can be used in place of Special Spiral to deny enemies from safe initiations through the use of Sweep effects or Dazzling Staff.
The second build uses Wrath and Time’s Pulse to maximize Glimmer’s uptime while also increasing its damage. While damaged, these two skills will ensure that Glimmer is fully charged at the start of each player phase. Unlike with Special Spiral though, Phina can’t spam Glimmer continuously in one turn with Wrath and Time’s Pulse and leans more towards a mixed/player phase playstyle - it’s a trade-off of consistency for more burst.
Aggressive:
As aforementioned, Phina can be used as a player phase oriented duelist just like other sword infantry units with high offenses. Note that the skills shown can mostly be mixed and matched, as well as other powerful offensive skills or weapons, to varying degrees of success - no individual build here fills a particularly different role from the others but are rather different styles to meet the same end.
The first build uses Fury to round out Phina’s offensive and defensive stats as well as provide her an easy shortcut to reach both Vantage and Brazen’s HP thresholds. By decreasing her opponents’ Atk and Def, Lull Atk/Def simultaneously increases both Phina’s damage output and bulk. Neutralizing enemy buffs in those stats also limits opponents’ ability to stack those stats up, especially with Bonus Doubler effects. Under ideal conditions, this build allows Phina to attack with an effective 68 Atk unbuffed with dual effectiveness as well as Vantage priority in the enemy phase.
The second build is focused on cutting down enemies with Desperation in the player phase. Atk/Spd Push 4 and Brazen Atk/Spd can grant +14 Atk and Spd for 65 Atk and 57 Spd total which should be plenty to tear straight through most enemies, especially if Phina can proc Luna in the process.
The third build uses Galeforce and Flashing Blade to provide Phina multiple actions per turn. Since Galeforce can only activate in the player phase, Time’s Pulse essentially puts it at a cooldown of 4, meaning that as long as Phina doubles with Flashing Blade, she can activate Galeforce without having to tank a counterattack.
Physical Duelist:
Although not as orthodox, Phina can also be used to duel physical units (namely armors and cavalry) with her Def superboon. Steady Stance 4 not only provides her with a significant Def boost in the enemy phase but also a Guard effect. This notably protects her from accidentally attacking with Vantage priority only to charge her opponent’s Special and in turn be burst down with said Special. Null Follow-Up disables powerful skills that are particularly common on armored units like Bold/Vengeful/Wary Fighter that either guarantee enemy follow-ups or prevent Phina’s.
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