So i've been laid up for a week with a wrecked back, and had some time to refocus many of my teams. Net effect, i did a pass on skill transfers and formed some opinions based on popular skill transfers, and the announcement for JP v9.6. Discussion welcome! High-level Conclusions In general, there are four strategies for skill transfers: Stack a Duplicate (see below for why this is a good idea) Stack a Utility (see below for why this has limits and good be bad) Stack a "Bigger Effect" (i.e. a single orb change on the base, a full-board change for the transfer) Stack a Long CD Active (as a buffer, to absorb skill delay effects) 9.6 will directly affect the best possible choices for many teams Main Color Matters (in 9.6, if the transfer is the same main color, the target gets a stat boost) Stats Matter (In 9.6, better stats on the transfer will lead to better benefits for the target) Stat Boosting by Skill Transfer might be more important that the actual skill transfer (e.g. adding 500 HP to each of your team members is for some teams better than adding actives) Duplicate Stacking is a lot better than people realize You get the benefit of absorbing skill delay effects You will get the 9.6 benefits of additional stats For orb changes, you don't accidentally lose the value of the original orb-change For utility effects, you don't accidentally lose the option for the original effects The duplicate doesn't need to be skilled to be high value (because its just there as a stat booster and skill delay absorb) Being able to absorb skill delay effects can free up latent slots that would have been skill delay resists Utility Skill Transfers are limited and potentially worse than people realize The main case is when the base card has two utilities in one active. By stacking another utility via skill transfer, you can effectively lose access to the original utilities when you most need one or both of them. As a good example, there is a trend right now to put Kirin's Boisterous Dance on Reincarnated Minerva (as part of an Arena 3 strategy). By doing this, the lead is great for Arena 3 pairing, but arguably inferior for other content. The key is that Minerva starts with 2 useful effects on a fast CD. The Arena 3 strategy takes advantage of her quick CD very well. But in non-Arena 3 content (e.g. Arena 1) she doesn't need the new utility. In fact, for Arena 1, it would probably be better to have a full-board orb change to make even bigger hits against any water enemies (e.g. Sonia, Saria, Ilm, Kiriko, etc..) Tifa is another great example, is there any skill at all that adds utility to her? She's a heartbreaker stacked with Dark Izanami for only 2 extra turns. That's insane. For 9.6 she should definitely have a skill transfer added, but its probably only there for the stats and as a skill delay absorber.