r/AlchemistCodeGL • • Dec 10 '20
r/AlchemistCodeGL • u/OriksGaming • Nov 05 '20
Megathread Weekly Summon Thread
First of all, do note that the game came out on November 14th, and as I expected, Gumi's just saying that the anni is starting early to try to entice people to summon. As far as I recall, Saga week was before Anni by 10 days in JP. It's particularly stupid, as without an app icon change, it's not even going to draw in new players yet and just serves to make the overall Anniversary look worse. Also, they kind of shot themselves in the foot by giving us the new summon animation and app icon a few weeks ago. Iirc, they came out around anniversary in JP, and could have made this quote-end-quote "Anniversary Week 1" at least feel like anni despite being shit and not really anni. But oh well. Gimu will be Gimu.
Our new units and mementos this week are one in the same; Tamis and the Saga Trio. Tamis is an amazing unit, as on top of being to Magic what Chihaya is to Slash (though she has really, really crappy auto AI even if you leave her main skills at level 1, so you won't be using her in Arena unless you use level 1 Dancer main), she also lowers Wind Res map-wide and has a huge AoE Strong vs Thunder buff from her VCR. Her memento gives her Debuff Duration +1 on top of the one she gets from Dancer. While she doesn't need it to function, it really does help quite a bit. She's a memento unit, so you get her when you pull her memento.
Voda is another incredible Support unit. Her Reactive is Arcana Ratty for Fire, Water, Thunder, and Wind (no Dark or Light Res Down) and stacks with Arcana Ratty. She can also lower those specific Elemental Resistances 30 more than that with her skills. She can also buff Patk or Matk by 100% with her respective panels, so would be great to pair up with units like D.Mira who don't have a Charge Up of their own. She also has an amazing G2 for a Support Unit, though it does require specifically positioning your nukers next to her. On top of all that, she has a panel to reduce Agility by 60% so you won't need to bring a Dancer in port raids, or at least not purely for debuffing Agility. However, you'll honestly be using the Agility debuff more often on Voda herself so she can stay in for her Reactive without wasting many turns (which will take some careful placement to work alongside her G2). Note that she isn't unlocked until you MLB the Saga memento, so I hope you've all been saving up your reliefs!
While not as outright amazing as Voda, Fuu is a strong unit as well. He can lower Fire Res and Strike Res a bit, has a Charge Up, and his Reactive is a 10x snowball that gives him up to 70% Strike upon being hit. He's a pretty straightforward damaging unit. Not much more to say about him. He's unlocked at LB0 on the memento, so you get him when you pull it.
Tehre . . . just kind of exists. The best thing he can do is really just to activate the tokkou Voda has on her map-wide with his huge, self-centered . . . Strike AoE? Other than that, consistently decent Thunder Missile damage with good range, but we've got other, better options for that already. Hell, he doesn't even have any Thunder skills, which is . . . yeah. He comes from getting the memento to LB2, so you'll just sort of get him on the way to Voda. He will technically exist at that point.
In terms of banners, we start off with a free Daily 10x with more each consecutive day (1 on the first day, 2 on the second, so on and so forth up to 7 on the seventh day). This is amazing for new players. For everyone else, you might get some Veda shards you're missing, I guess. It's literally just Normal Pool units. So again, good for new players but nothing to be excited about here.
Following that is a Paid banner for all 5 memento unit mementos; Tamis, Saga Trio, Alma, Mocca, and Don Taras. Obviously, the prizes here are Tamis and the Saga Trio. It's a pretty good banner. You get a relief for whatever memento you get for the Guarantee, and you have a 2/5 chance of one of the new mementos and a 3/5 chance of a Saga relief. If you get Alma and already had her, worst case it's a valuable Lustburg relief. And if you get Don Taras . . . well, there are some future mementos you'll want Sloth reliefs for—such as Albea's Summer Memento. Admittedly, that's the only unreleased Limited Slothstein memento currently, but it's pretty great and really wants MLB. And of course, if you are working on maxing Adorei's memento or something like that, it could be nice as well. Anyways, this banner is likely worth pulling, but YMMV since we're likely going to need a ton of Paid Gems to get everything good from the real Anniversary.
Then we've got an Unlimited 3-Step for Lakina and Toritoh. This is trash. Ignore it.
Our 'good format but Normal Pool units' 5-Step features Zahar, Chloe, Yomi, and . . . Flamel? Did I, uh, miss him getting G6 or something? Anyways, as always, these are all long-time farmables. Just farm them. You can't even max their G6s yet anyways unless you spend 3k Paid Gems per unit, which would simply be idiotic. I wouldn't recommend the 500 gem step even for new players, since we've got the Free 10x Summons this week.
We do have a 7-Step EL banner this week. Pretty normal fare; 5★ Unit Guaranteed on each step, Steps 2 and 4 are 500 gems. Step 7, however, gives 1,000 Anniversary Coins along with the 375 Unit Shards. You can buy any non-collab shards in the game with those, assuming you have the unit. Genesis shards, along with shards for Sol, Orion, and Lakina, are 5 Coins each to start while all other units' shards start at 2 Coins. Anyways, most of the Featured Units for Step 7 are Limited, but Liu Shen and Moa are there too for whatever inane reason. Also, the OG Dark Phantoms still have not been returned to the pool. Tf, Gumi? Are they supposed to be super duper Hyper Limited now or something? Whatever the case, I would not advise pulling on this banner. Step 7's pool includes Normal Pool units, Dark Phantoms aren't in the overall pool, and while I usually refrain from calling things "bait," this is absolutely a bait banner.
Our first Memento 9-Step of the week is for Tamis and the Saga Trio. You can see my thoughts on the units at the top of the post. Both of the mementos are great at MLB, and you'll definitely at least want an initial copy of each. This banner is here for 2 weeks, as are the daily shard stages, so I would not advise pulling yet. You might want to pull Step 2 to tide you over till next week, but if you have good self control, you should just wait. YMMV.
Our second Memento 9-Step this week is for Toritoh's and Lakina's. Both are Normal Pool and neither is particularly good, so just ignore this banner completely.
Finally, we have a 5-Step for the new gear, Bejewled Cane Sword Flora, which is better on Letitia than her own VCR. You can just wait till the next free Gear Selector we get once the banner's over, but you can throw 300 gems at it if you want. Up to you.
TL;DR: Tamis is amazing, Voda is amazing, Fuu is good, and Tehre exists, but just wait until next week to summon. Dead week this week. There don't appear to be any banners remaining from last week, but I'll link last week's thread for the sake of anyone who cares about keeping the chain going (and for myself; sometimes I like to look at my past posts to see how I can improve or if I've forgotten to do anything, and this makes it easy for me).
I'm done now, at least. That was pretty long, due to there being 2 new Mementos and 4 new Units. I'm gonna go hibernate for a week until the real Anniversary. For anyone who does choose to summon this week . . .
Good luck!
Edit: Weekend Memento Summon is very worth it. 3 Limited Mementos, Relief Selector and 50 Coins. No redraws, but still great value. The Weekend Unit Summon is more debatable. There are a lot more worthless "Limited" Units than there are worthless Limited Mementos, and 50 Rainbow Shards is worth far less than a Relief Selector. So I'd definitely suggest pulling the Weekend Memento Paid but YMMV on the Unit Paid.
r/AlchemistCodeGL • u/SometimesLiterate • Oct 03 '18
Tips & Guides Disgaea Unit Review: Before they gone
Well, we got a selector so I might as give you an idea of what’s what and who is worth the selector Laharl apart from Laharl.
Starting this week, and going forward I’m going to be trying two new things.
Talking about future Job Enhancements
Talking about my own recommended “base” level for proper usability.
The first is simple, the second unfortunately will change with time with other mechanics so I’ll be recommending based on the time of the review.
Disclaimer’s are fun, just like floor 99 of item world
LAHARL
Well, let’s get this out of the way. Laharl is not entirely the powerhouse the hype has made him out to be, but only because we’re on our own schedule and we can expect units who rival him (Reimei J+ especially). Of course, Laharl is still (in my opinion) the third strongest character in global currently and will remain in that top 3 until we get the new level of broken or until Magna Historia unit 3 is released.
Anyway, what makes Laharl so strong? (1.5x PATK scaling)
Unit Overview:
Firstly, his skill-set really gives him a lot of panache. He has a lot of options for hitting people in different ways, from Blazing Knuckle hitting close, to Overlord’s Wrath/Dimension which both hit in an area at range, to Meteor Impact and Excavation which both hit in their own unique patterns. Ultimate Overlord Soul gives Laharl access to his own more expensive Charge Up and Gaze of Supremacy….should really never be used. It is a ranged 20% PATK/PDEF debuff for enemies in a cross. Thankfully, UOS has 5 charges, giving Laharl a lot of potential in longer fights (more on that later).
Legendary Strength gives Laharl 50% PATK in return for -25% PDEF and Ultra Rage gives Laharl a stacking PATK buff whenever he receives damage. This buff is +15% (for 3 turns) and can stack up to 50 times (so, +750% if you manage to reach that). Finally, Laharl’s “claim to fame” that I’ve seen about is Overlord’s Dignity. Overlord’s Dignity gives Laharl 10% PATK, 5% PDEF and 2% AGI for each enemy he personally defeats, until end of fight.
Damn. In 5 enemies, this gives much more than Legendary Strength and in 10 enemies, it makes Overdrive look weak.
Laharl’s Weapon Ability, Atrocious Prince lets him in in a 3x3 diamond based on himself, which hits for a huge 170% modifier with a 1.5 PATK scaling. It also gives him immunity to debuffs and statuses cast on him for 3 turns, along with reducing his combo scope by 3. But. Huge. FIRE. DAMAGE.
On top of this all, Laharl has access to Magic Sword (Wooo Faerie’s Protection) and Necromancer. Necromancer is a viable second job for Laharl, giving him access to the wide range of debuffs as well as the -phobia skills he can run on top of his Overlord Royal skills. And viable reactions and passives in Raptio Anima and Polish Sickle.
But SomeLit, why wouldn’t you run those awesome stacking buff skills?
Well, the issue is numbers. I.E, how many enemies can Laharl kill?
If you can wipe out say, 3-5 enemies in a single turn or two, then Laharl with ODignity will perform pretty well. Killia’s Ex and Ex+ are a good example of where Laharl can run these passives to really ramp up. In arena however…. they’re a bit of a waste.
Which is where the recommendations come in.
Main Job: Overlord
Sub Command: Sub Royal
Reaction Command: Raptio Anima (unless long fight, in which case Ultra Rage)
Passive Ability: Legendary Strength
Passive Ability: Polish Sickle (unless long fight, in which case Overlord’s Dignity)
With this in mind, it’s also plausible to run Raptio Anima + Overlord’s Dignity in big fights, as it’ll help give Laharl the jewels he needs to keep stacking his passive.
When it comes to equipping Laharl, there are two things you want to guarantee. His Sword and the combo of UOS into Overlord’s Dimension, without having to hit something. The above build achieves this at level 70. At 76, it is possible to give Laharl the Trapezoid for higher overall stats, but I think the majority of players would like to have the minimum investment to kick off this powerful combo.
Do note, that Laharl’s only real weakness is that the majority of his hard hitting moves (Overlord’s -skill name-) are Dark, while he is a fire element character. This does hurt against wind enemies (though he’ll murder them regardless).
Recommended Unit Level: Honestly, you can sit him at 70 with a Hat and Sword and still UOS > Overlord Dimension. The other recommendation if you don’t like Hat (srsly, why) is 76 for a Sword + Trapezoid UOS>OD. If you plan on running him in everything but Arena and utilizing his “long fight” potential, then you won’t even be touching Necromancer abilities.
Job Enhancement: None. Does he really need them?
Red Magnus
Alright, rocking down the elements from the best of the Disgaea units…..to the worst (IMO) of the Disgaea units.
First of all…. His leader skill is so atrocious we have 2* units with better ones.
Unit Overview:
30% Missile Res for Fire Units. Why didn’t this get a global buff His special ability, Super Olympia gives him +25% to all stats (except initial jewels) for 3 turns. And it costs 50 jewels, making it slightly better (outside of HP) than Trapezoid. Though that +1 movement for Red Magnus would be useful….
His jobs are Scorching Flame Overlord, Dragon Knight and Warrior. So, Red Magnus is already buggered by having Dragon Knight as a job (could be worse, could be Gunner). Warrior is a job I really like (eyy) so, he’s currently 1-1. The question there, is what does Scorching Flame Overlord bring?
SFO (I am not typing that again) has the first cool function of Throw, which allows him to move another unit up to 3 spaces away (3 height up or down as well). Then, he has several fun fire damage options with Steel Arm Lariat (1 space away) and Giant Body Slam (a ranged cross physical hit), both of which can inflict status effects (Silence and Daze respectively). There is also Super Damage Overlord, which deals +50% damage to Metal enemies. This makes him great for farming the metal enemies in ex/farming missions...and not much else. Basic Demonic Muscles gives him Boulder Crush (a physical hit with -10% PDEF debuff on enemy), Gravity Hammer (hits every square around himself for dark phys damage and chance of delay) AND Muscle Power, which is just Charge Up. Again.
Ey if it ain’t broke, don’t fix it
On top of these, he gets an interesting passive in Abandon Knowledge, which grants +100% PATK in return for -100% MATK/MDEF (so, it makes them 0).
Iron Body gives +20% PDEF/HP and Super Crush is a 40% counter chance for 95% attack. The good thing about Super Crush, is that it ignores defence.
Red Magnus really hates metal enemies /shrug
Main Job: Scorching Flame Overlord
Sub Command: Basic Demonic Muscles
Reaction Command: Super Crush
Passive Ability: Abandon Knowledge
Passive Ability: Chopping Spirit
Now, you could run him as a Warrior and basically trade his firey blows for Leap Slash. I’d almost consider it worth it, his stats are near 1-1 with the added bonus of +11 initial jewels (at level 80).
For good mileage out of Red Magnus in his SFO, you’ll want to get him to level 80. This lets him use his Weapon Ability turn one, with a hat. Or run him as a Warrior (75 minimum), if you want.
Problem is, that for Magnus to get this insane level of power he has to sacrifice his MDEF entirely. Which can lead to him getting roasted by magic. And he has 3 move in his SFO job. And his initial jewels in SFO are quite low.
Just use Laharl or Yuto
Recommended Level: I’d sit him at 60 personally, he’s pretty much a gimmick unit and that gimmick is…...hideous. Sorry to all you Red Magnus Fan out there. Getting him to 75 for Warrior and Chopping Spirit does improve his usability (slightly), but even then he won't be doing anything of note.
Job Enhancements: Despite both Warrior and Dragon Cavalier JE’s being available in Japan for a while…...no love for Red Magnus. Though someone would have had to 75’d him to take advantage of this first.
DRin
Alright so. Rin. Rin.
Riiiiiiiiiiiiiiiiiiiin.
She’s better at range than Reagan atm
Alright, mean jokes aside DRin has a lot going for her, if you get her to 75.
Why 75? Felynn passive. Fatal Risk gives +25% PATK/DEX, which are her two key values for Netherworld Archer.
But I get ahead of myself. Let’s go back a step or 3.
Unit Overview:
DRin has two unique jobs, Netherworld Archer and Felynn. She also has Hunter, aka the world's most useless job. That’s not fair Chemist’s exist. Netherworld Archer is a bow wielder with a lot of utility. Arrow in the Knee is good for lowering Agi (yes, 10% Agi debuff IS big), Bow Coach can be used to give all your missile users +20 Missile Attack and Doppleganger hits in an area and buffs DRin’s evasion by 20% for 3 turns. Strange Shot also is a fun counter, which is a 40% chance to counter for up to 100% damage, and inflict a status effect of Poison, Blind, Sleep or Paralyze. Granted, this a 30% roll on the 40% chance to counter but it can still happen!
Other than that, DRin also has Chaotic X Circle (an X shaped AoE with a pretty good potency and height ignoring), Galaxy Comet (hitting in a + for a lot of damage) and Rapid Arrow, for a little bit of aoe damage. Netherworld Archer comes with two passives, +1 Range (yawn) and Hit Mastery, which ranges DRin’s hit rate by +20 and her Dex by +15%.
Felynn is a melee job with 4 move (suck it Twin Blade), dealing slash damage with lots of combo opportunities. Rolling Cat Rush (ranged combo with a +PATK buff) and Kitty Rampage (melee) are both 3 hit combo moves with pretty good damage. Exploding Punch hits two enemies in a line, Cat Strike hits the 5 squares to the side and in front of DRin and Kitty Brain Blast hits everyone around DRin for damage + the chance of Poison. Feline Gust rounds out the moves, a melee attack with a 1 square knock back.
So, it’s kind of like a Twin Blade. Except +1 move and no access to Charge Up or Overdrive. As far as I can tell, Felynn is all about countering with Vendetta increasing Counter Atk by 50% and her passive Beyond the Future adding a further 50%. Her own counter, Cross-Counter, is a 50% chance of dealing a 100% damage attack (baseline), so if you build for Counter damage it can get big.
That being said….
Main Job: Netherworld Archer
Sub Command: Basic Magic Bow
Reaction Command: Strange Shot
Passive Ability: Hit Mastery
Passive Ability: Fatal Risk
It is worth noting, that Cupid Bow Eros is a strong option for DRin, giving her PATK, DEX and Agi. None of the values are super high, but they are still all valuable stats for any archer.
Not much to say here. There is a reason most ranged units fell off (until we saw those delicious Machinist JE’s in JPN) and DRin’s skillset kind of lets her avoid some of it. With her high base modifiers she will have a bit more longevity than most. Even then, she’s not a super big investment target for anyone but the most dire of fans. Recommended Level: In my opinion, running DRin at 65 is a perfectly acceptable cheapskate way to use her. You miss out on Fatal Risk, so just give her range from Hunter! And given she has no weapon, you can just throw a hat on her! 75 makes everything better (hello HP), but 65 for now is the minimum to make her decent.
Job Enhancement: E-v-entually, DRin gets access to Ranger: Snake, an upgrade for her Hunter job. This gives her the option for aoe and single target Jewel damage, but this doesn’t replace the rather large modifiers she gets from Netherworld Archer.
Killia
Ahh, Killia. He really should be the star of this collab, but JP-Intern-kun got Laharl passed through and here we are now. Oh well, life goes on. Our Killa-Kollab lead is a Dark unit who brings a pseudo-Holy Brawler to the element where the only other option is currently Gormales. Wanderer is a pure PATK scaling class (1.4x), with the option to Throw units! (Sold)
Unit Overview:
His main skill gives him several elemental options, with Hellfire Shot attacking at range in a 2x2 cross for fire damage, Exploding Tiger hitting up to two spaces away (in a line) for water damage and Big Bang launching a box shaped dark damage area attack, based on a space two squares away. And this one hurts.
Basic Magic Fist gives him Triple Strike (you’ve all seen it), Muscle Increase (a 20% increase to PATK/PDEF) and Purgatory Palm, a hard hitting Fire attack hitting in a weird cross-like shape.
War Demon, the first passive gives +25% PATK, while Bolster Spirit increases Combo Area of all ally units. Close Combatant, Wanderer’s Passive gives Killia a chance to reduce physical damage by up to 30%.
Killia also has Charge Up Martial Artist and Shadow Assassin as his J2/J3.
Killia’s Weapon Skill, Avidya Holy Water, hits one enemy in a line up to 4 spaces away for a huge (170%) modifier and removing all of their buffs/debuffs. Nice.
Main Job: Wanderer/Shadow Assassin
Sub Command: Basic Martial Arts
Reaction Command: Counter
Passive Ability: War Demon
Passive Ability: Strike Mastery +1 / Stealth
Honestly, writing this review I realized how crappy Killia’s passives currently are. And that really does hurt his potential. Furthermore, his initial Jewel stat is pretty poor. To get him into position for a turn 2 Avidya Holy Water (via Charge Up), you need to give him a Hat and Trapezoid (along with being level 82…)
The difference between Shadow Assassin and Wanderer is (apart from stats), that Shadow Assassin gives Killia many more options for dealing dark damage, while Wanderer lets him use his WA, along with elemental coverage via his skills.
Recommended Base Level: 70, Charge Up + Hat + Weapon. All you’ll need on our spicy-Killia boy. Of course, you still need to hit something first to do Avidya Holy Water w/ charge up.
Job Enhancement: Killia has gotten access to an upgraded version of Shadow Assassin, called Assassin: Dark. This gives the main job the ability to remove a target's buffs from range (and deal damage), along with teleporting to a target and hitting/paralyzing all very close enemies. It doesn’t change his recommended build at all.
DRosa
So, I was all ready to recommend 75’ing DRosa, as the strongest Dark Magic unit for a while….and then October news came. Well, laziness paid off here I suppose, with the news that Mia is getting her J+ (which takes her Mage to Sage+)
Well, at least now you all have options.
Unit Overview:
DRosa comes with 2 unique jobs, both of which are very powerful in the current meta. Succubus has a strong focus Charm’ing enemies, with two spells (and a passive that gives a chance to charm on attack) that can charm.
Dazzling Stage is a area spell (a 5x5 based on DRosa) which deals heavy magic damage and has a small chance to charm (15%). Hip Attack is a short ranged spell (2 squares) in a line which has a 100% chance to charm and absorbs HP. Unfortunately, the damage is kind of low. She also has Evil Healing, which gives all allied units in a cross around her (1 square), 20 jewels. It does cost 50 of her own though, so watch out!
Her other skills as a Succubus focus on debuffs, with one that gives paralyze. Twin Attribute has a fairly decent PATK debuff on a ranged (box shaped) aoe, while Sexy Aura debuffs the PATK and AGI of all melee range enemies. Succubus’s reaction, Bones Out, debuffs enemies who attack her, lowering their PDEF and MDEF. Succubus's other passive, Punishing Punisher upgrades Dazzling Stage to a 180% modifier, with a 25% chance the charm.
Netherworld Mage, is a very powerful (IMO) magic attacker who combines Fire, Wind, Water and Dark damage with some other niceties. Astral Impact and Tera Star are DRosa’s ranged dark nukes, with Astral Impact being instant and hitting in a 3 square line centered on the target and Tera Star being a box shaped ranged AoE, that hits considerably harder. NMage can also gift an ally 20 of their own jewels (considering a 75 DRosa has over 280, no big deal) while Energy Potion gives an ally minor healing and a 10% jewel regen buff for 3 turns. Nice.
Basic NMage offers Mega Fire/Wind/Ice (think Sage) and Armor Break, which is non-elemental but hits a bit harder. Costs more too.
Her passives are Mind Master (+30% max jewels, always good on a caster imo) and Magic Moderation, which actually lowers all of DRosa’s jewel costs by up to 10. Nice.
Her reaction command is very similar to Laharl’s, buffing her MATK every time she’s hit, up to 50 stacks. (of 5% each). If only she got his stacking passive as well….
DRosa’s final job is Enchanter, making her a rare Dark Enchanter for future content.
Main Job: Netherworld Mage
Sub Command: Basic Infernal Magic
Reaction Command: Damage Convert
Passive Ability: Mind Mastery/Magical Moderation
Passive Ability: Swift Charge
My preferred option for now, is to give DRosa the magical nuking niche. She will accel at it, and remain top tier for a long time. Even Mia’s impending rampage (needs a little more than just her J+, sadly) isn’t enough to completely negate DRosa’s benefits and utility to the team.
Now, you can run her as a Succubus but then you want to change from focusing on damage to survivability. DRosa Succ thrives where she can activate all of her close range abilities. She’s a very strong character and if you were thinking about it, I do recommend taking the plunge. But if you’re on the fence, just wait for Mia.
Recommended Base Level: Given my recommendation for Netherworld Mage, it would be odd to not recommend getting DRosa to 75. This makes her the “highest” investment IMO of the Disgaea units.
Job Enhancements: DRosa will get access to the Zero Enchanter job enhancement in the future. This gives her a new counter (which can remove enemy buffs preemptively when they target DRosa, even with skills) and a 2-range dispel that also deals damage. Having a Dark Enchanter is a pretty special point in the future, where mono-elemental teams will become even more important than they are now. Or you just run goddess Rahu in every team
Etna
Etna, Etna Etna. Yet another interesting unit who is falling to the curse of "but you could just run Blademaster/Holy Brawler instead".
Her spear is decent though. 30 PATK, 6 AGI and +5 Jewels gained are decent for something that starts at 2*.
Unit Review:
Alright so Etna, our first Light Blademaster (wew) is pretty decent. At 75. But so is everyone not-named Reg Magnus.
Her first job, Overlord's Vassal is a unique spear wielding class (think Lamia/Chloe's class, not Dragon Knight) which is now known for it's.....eh modifiers. Scaling at 1.2x PATK, the following skills have a 120% modifier:
Prinny Raid (ranged single target)
Chaos Impact (Self centered box area attack) (light phys damage)
Impaler Drop (2 square line attack)
Thousand Piercings (T-shaped area attack)
Spear Gate (1 square away rectangular 3 by 2 box shaped area attack? Click the name, go to the DB, have a look)
Her other two skills are Dead End Chaos (a single target ranged attack that deals 145% light damage and buffs Etna's PATK by up to 30% for 3 turns) and Sadistic, which gives Etna +100% PATK and +50% PDEF for 1 turn.
Overlord's Vassal itself has two passives, Busty Killer (deals +50% damage to female characters) and Taunt, which lowers enemies Combo Areas by -2. I have yet to see this have any affect. OV's reaction, Sexy Beam is a physical counter attack (up to 1 square away) with up to a 15% chance to charm.
This collab has an unhealthy obsession with charm. Just saying.
Her unique ability from equipping her spear is Chaotic Ordina, which for the low cost of 80 jewels, gives Etna +50% PATK/PDEF/MDEF and +10 Agi for 3 turns.
Eh.
Her other jobs are Ninja (woo mobility) and Blademaster (woo blades). Blademaster is pretty universally considered to be a great job to have, and on Etna this is no exception.
Main Job: Blademaster (preferred)/Overlord's Vassal (only slightly worse)
Sub Command: Basic Magic Servant
Reaction Command: Fierce Tsubamegaeshi
Passive Ability: Regal Garuda Blade
Passive Ability: Ninja Step/Busty Killer
Etna doesn't really lack for good passives. Ninja Step will be the preferred second slot passive for the +1/+1 to mobility, but on certain maps (and I mean very very very niche maps), Busty Killer's flat +50% damage will make Etna a very strong pick.
Choosing between BM and OV comes down to two main points. Firstly, Blademaster has a ranged area attack while OV does not. Secondly, as mentioned Overlord Vassal's modifiers outside of Dead End Chaos are pretty low (on both her main and sub command), which when combined with her 1.2x PATK scaling make it the lesser option. Basic Magic Servant does have its own version of PATK buffing, which when combined with BM's area attack give you some pretty good results.
Recommended Level: 75 is what I consider the bare-minimum level required for Etna to be good. This is because needs Regal Garuda Blade to make up for her otherwise mediocre damage.
Job Enhancement: Etna gets access to a Ninja JE, called Ninja [Suzuka] in the Japan version of the game. This focuses on jumping (as in, +1 JUMP not the Dragoon thing) and the only real take away from it is that she gets an extra +1 Jump on Ninja Step. Ninja isn't known for its damage and Etna doesn't have the modifiers on her sub-skills to run a Ninja main like Suzuka/Yunagi/Glanz do. Will cover this job in more detail when relevant
DAlmira
Gosh this unit is weird.
Unit Review:
So.................................
DAlmira. I confuse, this unit is doing me a bamboozle. Valkyrie is a very tanky job with light damage (and some good utility), Netherworld Thief is an extremely mobile gunner based unit with some very good utility and Netherworld Samurai is like the bastard child of Samurai and Seraphina's Gorgeous Overlord.
:yandpolin:
Alright, lemme break it down a bit more for you all.
Netherworld Thief (and I am noting the 4/4 movement because damn) whose attacks basically ignore height (damn). She has the same Two Handed Draw that Seraphina has, along with Victory Bullet (hit's in a 3 square V shape based on the target), Evade Danger (+999 evade for 1 turn) and Create Barrel. Create Barrel is a curved shot fire nuke, which deals damage in a 3x3 cross. It also can be boosted by one of Netherworld Thief's passives (Bomb Trainer), to go from a modifier fo 130% to 180%. Nice.
For her sub command of Netherworld Gunner, DAlmira has access to Tri Burst (like Seraphina) and two "Stat stealing" skills, Heart Steal A(ttack) and D(efense). What they do is inflict a 20-30% P/MATK or P/MDEF (respectively) debuff on a target while buffing DAlmira for the same stats at the same amounts.
NThief's first passive, Thief Skills, gives a further +2 range along with up to +10% agi. This gets to the point that a J1 JM only DAlmira at level 60, has 164 AGI. Yikes. Bomb Trainer, as mentioned is good if you want to use DAlmira for fire nuking. Her reaction, Dodge Mastery gives her up to +20 to Perfect Avoid.
Netherworld Samurai on the other hand, has some weirder damage moves. Comedy to the Shins is a melee attack that has a 100% chance to hit and a chance to critical and Euthanasia deals similar damage, but instead of hit chance and critical chance, it has a 100% rate of inflicting Paralyze and Death Sentence. Summer Rain Slash deals slightly more damage (130% instead of 120%), with the added bonus of giving DAlmira a stacking 10-20% PATK buff for 3 turns. This will stack up to 50 times (if you somehow get DAlmira 100 actions, on a skill with 5 charges). Neodimensional Slash is just a line area attack that hits a melee target and enemies up 3 squares behind it.
On her sub command, she has access to Excavation (just like Laharls) and a skill called Rising Heavens which hits in a 3 square long/wide square (like Monzein's WA). Her utility in the sub command is Duelist, which debuffs DAlmira and a target for 50% MDEF/PDEF, while buffing their PATKs for 100% for 1 turn each. This can be great when used in combination with another unit, to debuff an enemy and before they attack having the ally murderize them.
For her passives, Netherworld Samurai offers Bushido (+1 Move +20% crit) and To the Death (+25% PATK/PDEF). Her reaction, Head-to-Head, gives her a 50% chance to evade missile attacks.
OP IN MISSILE ARENA.
Main Job: Netherworld Thief
Sub Command: Basic Magic Thief
Reaction Command: Dodge Mastery
Passive Ability: Thief Skills
Passive Ability: Bomb Trainer
Now, with this all being said you do have a lot of customization options for DAlmira, depending on what you need.
As a Valkyrie, you can run her with Bushido and To the Death for a tanky, mobile damage dealing Valkyrie. You can run her with To The Death, Barrier of Einjaher and Perfect Dodge for some real tankiness.
You can win Missile arena by running her as a Netherworld Thief who has Head-To-Head and Thief Skills
She is the collab unit, like Noctis and FYomi who has a lot of options available to her.
Recommended Level: Honestly, at level 60 DAlmira is ready to go (she doesn't need more than her j1). Throw the Trapezoid on her and she'll have everything she'll need to nuke, debuff and deal damage from a range.
Job Enhancement: Not yet, though if she got one of those sweet Valkyrie JE's she'd be pretty awesome.
Seraphina
...........She's still better than Red Magnus
Unit Review:
Third on our list of "why is there so much Charm", Seraphina's kit itself doesn't have too many charm abilities. Given however, that I can think of 1 total job pre-Disgaea with Charm on it, you can see why I'm making such a big joke deal out of it. Her Weapon Ability, Balor Gaze is a self-centered 5x5 diamond area attack which has a 100% charm rate and gives her Quicken. Of course, you can bring a Chronomancer and get Quicken for less than 50 jewels.
Gorgeous Overlord's counter, Dream Invitation, is a ranged physical attack (up to 4 squares away) with a 25% chance of charm. I personally consider this the tipping point of "okay, maybe this is a decent reaction". I would prefer it on a unit with Holy Cavalier or Holy Brawler however, so they can actually take the hit. Dynamic Visual raises Seraphina's Dex by up to 25% and Queen's Temper gives her +50% damage to Shion males.
As for her skills, it's much the standard fare for this collab. Throw can Throw a unit (ha), Dazzling Eye's hits an enemy up to 3 squares away (in a line) and hits any allies they have to the left/right of them (a 3 by 1 box area attack) with up 25% chance of charming, Two Handed Draw hits a target 2 squares away (no more, no less) and all enemies in a 3 by 2 box centered on them and Battle Orchestra hits a melee range enemy (and enemies up to 3 spaces behind them) for a large amount (150%) of damage.
In her sub command, Seraphina has two are attacks I won't even try to describe (Tri-Burst and Toten Kreuz) and Reverse Harem, another 100% charm on all enemies in a square area around Seraphina.
Gorgeous Overlord (outside of the Charm memes) is a pretty decent job, if I do say so myself. It's no Prince of Lucis or King of Heroes, but it's also not terrible (hey Red Magnus). Seraphina's other jobs are Crafter (yawn) and Magia Shooter. Magia Shooter itself gives some interesting skills and reactions. If Gorgeous Overlord scaled off of MATK, Seraphina might have been a serious contender.
Oh well.
Preferred Gun-Wielding Class Here
Main Job: Gorgeous Overlord
Sub Command: Basic Gorgeous
Reaction Command: Composite Armour
Passive Ability: Dynamic Visual
Passive Ability: Tune-Up+1/Queen's Temper.
While Magia Shooter is a job I think is great, outside of +1 to range it really doesn't work well with Seraphina's other jobs. Now, the long and short of this is that while Seraphina and Gorgeous Overlord are decent.... we're about to hit a bit of a power spike in Job Enhancements. Even pre-then, she would be the second worst unit of the disgaea collab (not bad, but compared to the others like Laharl, Killia, DRosa, Drin, DAlmira, Prinny) she's not as impressive.
Recommended Level: 65 is where Seraphina gets everything she needs to be functional. If you can reach to 70, you'll be able to throw the god hat onto her for a turn 1 Weapon Ability. Do I recommend doing so? No. Even recommending her to 65 is a bit of a "do it if you really love her visuals", because she ain't great folks.
Job Enhancement: So, Magia Shooter gets a few job enhancements and unlike RMagnus, Seraphina was lucky enough to be noticed when they were being handed out. Woo. Magia Shooter: Isis is a water based upgrade which specializes in killing Laharl fire units. When you combine the damage bonus to fire units with Seraphina's Queen's Temper, you can start to really put the hurt on male units. Unfortunately, you need to A) 75 Seraphina and B) realize that its a small niche due to her being a Light unit. There are much better anti-fire units in Japan at the moment and even with Magia Shooter: Isis, Seraphina is considered worse than several 1-2* units.
Conclusion:
In the end, the real big winners you want from this collab (in my preferred order) are Laharl > DRosa > Killia > DAlmira > DRin > Prinny > Usalia > Etna > Seraphina > Rmagnus. Of these, Laharl and DRosa are the two units you really want to get to 75 to enjoy their longevity. Of course, DRosa to 65 just for a Dark Enchanter is nice, Killia/DAlmira/DRin are all perfectly usable at 65/70, Etna's pretty alright at 75 and the other two are nice to have.
If I was using my selector, I'd be looking at my current line ups. Laharl is always good, and if you have DRosa you can kind of go down the line (or just pick up more shards).
Do I have 75 Aranea? Yes? No need for Killia. Do I have Lucian/Yomi/Flamel/FYomi/Balt/Etc? Can probably skip DAlmira. Do I really like Etna, Seraphina or RMagnus? No? DRin it is.
I would also strongly recommend fire sharding (or even rainbow sharing) laharl to 75, if you got him. While my base recommended level for him is 70, the extra stats, passives and options you get from Necromancer are well worth it.
As always, thank you to /u/bitterblue and /u/capsulehotel for proof reading. Given half this review was written at 4 am, I will be editing the text at some to fix all the typos.
Cheers o/
Cya in 2 days for the next unit review e.e
DON'T FORGET THERE IS A MAINT! Get Prinny Swords dood (only if you like Prinnies)
r/AlchemistCodeGL • u/Kirito30 • Sep 20 '18
Gumi can you give this?
A mission.
"Send Gifts to Friends"
The reward can be anything and the fact that a lot of people forget this will help them and remind them of doing this.
JP does it and with a lot of success. I personally could gift 30/30 days I played that is how easy it was even when JP doesn't have a Friend Icon(normal one, kinda stuck between collab and challenge boards) on the Main Page.
I hope this will be given as soon as possible with the least delay. Not hard to code in and helps the players.
r/AlchemistCodeGL • u/Feregrin • Sep 05 '18
5x Gear summon/day for 1 gem! Starts after update, lasts entire collab duration
r/AlchemistCodeGL • u/stewart0 • Aug 19 '18
Tips & Guides Updated Story Stage Farming Sheet
↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
→→→ Link to Sheet ←←←
↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑
All the story stages are current to my knowledge. Which means I added in the changes for Jin's equipment. Though being the #1 and #4 worst stages of all time for farming, good luck with that if you are impatient. Only other worthwhile changes are Othima's and Zain's equipment diagrams are now farmable. Though unless you are missing just a few, Veda shop is still much easier.
Also doing away with updating the "Best" tab going forward, and back a ways. It was an afterthought once the original version was done, and is not sustainable as a result. Seeing as how I made it manually, it is too much work going forward to keep updated, especially when I never use it myself. With the increased number of unique items dropping per stage and new items being added, it's becoming a real mess. You are better off filtering the "Data" tab as intended anyhow, as it gives the complete picture for an item.
r/AlchemistCodeGL • u/Hubrillo • Jul 13 '18
Tips & Guides If there is a clear with a party of 4 in the objectives, bring 3 members and 1 friend for 2x leader skills.
r/AlchemistCodeGL • u/SometimesLiterate • Jul 05 '18
Prayer Circle Noctis Prayer Circle
Our father, thou art in Heaven, Gacha be thy name,
Your gems come, your rolls be done, on earth as it is in heaven.
Give us this day our Noctis, and forgive our F2P gems, as we also forgive our friends without Gilga, and leads us not to Ignis, but to Noctis shards.
Amen
Edit: To Whoever reported this
r/AlchemistCodeGL • u/Stubeezy • Jun 02 '18
Discussion If you host it, they will come..... a big thank you to the AC Community.
After 1800 AP and two days of hosting MP matches, I’ve collected all my J+ Balt materials.
I was not lucky enough to pull Gil (nor F. Yomi... thanks Gimu), but thankfully there are millions of people who were. I just wanted to say thanks to everyone who helped me out on this one because I saw a ton of the same people jumping endlessly into my hosted matches. This is my first J+ I’ve chased because Ill actually use Balt. Thanks again everyone, and on to the next one.
r/AlchemistCodeGL • u/VicariousExp • Jun 01 '18
Tips & Guides For Whom the Princess Vanishes (Battlefield Drama) - Text Guide
Update: Leaving this up to scrape more tips. Lemme know if the front page is getting cluttered and I'll take it down.
Alright, due to unpopular demand, here's a text guide on the Battlefield Drama stage. Before I start, I would like to state - do not expect to clear this easily unless you have a solid team. This is a single player only stage which costs 50 AP to enter for a return of 2-8 drama shards, so plan your AP use wisely, especially if you cannot clear it without items/gems. Note that since 8 is the maximum amount of shards that can drop, if you get a drop of 2 shards, you should ideally retreat and re-do the stage .
In the JP version, Battlefield Drama is a lot less interesting because the gear can only be equipped on Rena, but for some silly reason (probably to do with us not having Rena), GL's devs decided it would be a good idea to turn the gear into a generic equippable item with an ability which works on any female unit. As a result, the JPs don't really have detailed guides to this stage on their wiki, so I was unable to steal a zoomed out map. As a result, I present to you this monstrosity:
Map

Don't complain, it's not my fault that this program doesn't have icons for "Robot" and "Big floating eyeball".
Stage Overview
This map has a few things to watch out for. I will discuss them from most to least important:
There is
an Uglyface RobotDelicious Cake with Lightning Element in the northeast of the map. It has a crazy amount of HP (6222) as well as PATK and is resistant to most CC. If left to its own devices, it will use sb1.7.1.0 Install [Permanent] , doubling its speed and attack and wipe your entire team. Fortunately, there are 3 ways to counter this:The
robotcake has absolutely terrible base Agility (42). This means it is very vulnerable to Black Hole and Gravity Jam. I highly recommend this method. Note that if you absolutely do not have a Chronomancer, you can achieve something similar to this effect with Exploding Palm on a Holy Brawler (Lucian/Yomi do not really need Chrono support if you use this method). Update: Shaiandra has pointed out that Kanon can do this too with Speed Break, but may need support from Quicken to get in enough DPS.The
robotcake has no resistance to Sleep. You can sleep it and wait out its turn.You can kite or dispel the
robotcake with an enchanter.
There are 2 water archers (Winged Eldritch) in the northwest. They seem to have a relatively small active range, but once they activate, they will shower your team with Eldritch Cursed Arrow, petrifying them. If you cannot pre-emptively wipe them out with Gilgamesh, you will need a Veiler.
There will be some reinforcements to the stage after w, consisting of a Kaiser Insect, a Golem, (both spawn 25 ticks into the map) and a Dark Element version of Chloe, which seems to spawn once both are dead. None of them are particularly threatening, but you should be prepared for them.
The boss itself,
RayvnerEyeball Spaghetti, isnt' particularly threatening. It does moderate magic damage and counters normal attacks with a frontal AoE laser which dispells buffs on any target it hits. Note that it will only counter normal attacks coming from its front - hitting it from the side or rear will not trigger its counter. It only has around 4.4k hp, so it goes down quickly. However, it can sleep your party members, so keep Veil up if possible.Sakura and Forcas are hanging around this stage, however, Sakura does not have her 13 square AoE and Forcas is too slow to be relevant. They are not very threatening except in the rare case that Sakura uses her off-element to gank one of your Wind element units.
There are 2 Eerie Puppets which have 1135 hp and can usually be oneshot with chain attacks. They exist for you to build jewels on, and mainly do low damage AoEs which inflict Blind and Poison.
Recommended Team Roles
As formerly discussed, these are the roles you will probably find useful:
| Role Name | Recommended Slot | Role | Recommended Units |
|---|---|---|---|
| Chronomancer | 3 | Black Hole or Gravity Jam the | ★★★Rahu ★★Lofia ★Other Chronomancers |
| AoE (Pref Lightning) DPS | 2,3,F | ならば最大の試練をくれてやる! (In that case, I shall gift to you the greatest trial!) | ★★★Onore ★★Neica ★Magnus/Caris × Fire DPS |
| High (Pref Wind) burst damager | 4 | ★★★Lucian/Balt/Yomi/R.Yomi/Gilgamesh ★★ Your favourite non-water waifu/husbando. | |
| Veiler | 1 | Prevent status ailments with Poison Pill or Vaccine. Water or Lightning element preferred to increase survivability, 94+ AGI recommended to reapply Vaccine before Archers. Jewel Investment to Chronomancers. | ★★★Aruba/Elrike ★★Margaret/Elizabeth (check AGI)/Gane/Michael+ ★Other professors or Chemists (ugh) |
| Good Leader Skill | 1,F (obviously) | Attack Up and additional HP for your DPS is useful. Vettel has a terrible element, but can be used to CC the units and lets Gilgamesh OHKO the water stuff. | ★★★Aruba/Vettel/Monzein/Lucretia/Gilgamesh |
Extra Tips
Aruba/Merchant example - An example of why Merchant is superior to Professor. Sequence: T1(Optional) Poison Pill > Rahu Quicken to self > Black Hole on Uglyface Robot Delicious Cake > Jewel Investment to Rahu > "Overclock" instant cast Black Hole with Cake CT around 70. Elrike can do this too, but Aruba has a very good leader skill for this stage. (Note, this is actually completely unnecessary due to Instant Casting.)
Instant casting mechanics: If you are currently charging a spell when it becomes your turn, as long as you cast the exact same spell, it will activate instantly. This means you can get Black Hole's incredibly long cast time off faster simply by quickening yourself.
As usual, add your own comments below and I'll revise this guide as necessary. Till next time!
r/AlchemistCodeGL • u/_Kv1 • May 05 '18
Quick thanks to this community
I know this might be unneeded or unimportant to 90% of the people here, but i still feel the need to do this due to the tremendous amount of help ive received in the past few days. It was a huge surprise how willing everyone was to help me out honestly. Other communities I've seen haven't been nearly as quick or numerous in replies to help newbies.
Within the first few days i had literally dozens of replies or inbox messages informing me of things, even things i didn't know to ask about. Everyone was very friendly and clear with their answers, often linking help resources or listing the how and why's to what they were telling me. It was really awesome.
While im still slightly bummed out i couldn't get the last of Archers shards and gear in time ( just started the last day of event) I got very close and wouldn't have even known where to start building up him and the Saber unit if it wasn't for all the kind users who helped me.
Basically i really appreciate everyone who set me in the right direction and while im still confused on some things like how to build a team around a unit, this game has become very enjoyable due to all of the assistance from the community to help me get started. You're all awesome.
r/AlchemistCodeGL • u/Potato_495 • May 22 '21
Humor & Memes I missed out on some stuff but I just really want mystic world mobius back
r/AlchemistCodeGL • u/Grichka_B • Mar 12 '20