[Team Building] Incarnation of Kirin, Sakuya V2

Discussion in 'Archived Guides' started by ChronoM, Dec 6, 2014.

  1. ChronoM

    ChronoM 「天地創造」

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    Last edited: Sep 26, 2015
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  2. ChronoM

    ChronoM 「天地創造」

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    RE: Incarnation of Kirin, Sakuya Team Crafting V2

    1. Introduction

    1.1 Mythological background

    Kirin is a mythical beast of Chinese folklore, often described as the Chinese equivalent to the western unicorn. It's appearance was said to predict the arrival of a wise new emperor.

    Nowadays it's still a symbol of peace, luck and justice. Feng Shui instructions often recommend to place statues of Kirin pairwise in front of the house to improve the harmony of the building, so statues of Kirin can be found all over China.

    Japan also adapted the mythical beast for their folklore and statues and temples for Kirin can also be found all over the country. The popular Japanese Kirin Beer (which is very tasty, by the way!) is named after the beast and also pictures a Kirin in its logo.

    1.2 Characteristics & Playstyle of Sakuya in PaD

    -> ->

    Kirin of the Sacred Gleam, Sakuya

    God/Physical HP: 3528 ATK: 1370 RCV: 384
    Active: Reduce 20% of all enemies' HP. Ignore enemy element and defense. CD: 10-15 Turns
    Awakenings:
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]


    In Puzzle and Dragons we have Sakuya, who is described as an incarnation of a said beast. She is depicted as a blonde woman with dragon-like bodyparts (like a tail and jewelhorns), wielding a scepter-alike javelin in her early two forms and two golden spike-balls by psychokinetic force in her ultimate evolution.

    The PaD-community widely apprechiates Sakuya as one of the best starting rolls and also as one of the cards which can easily lead a player into the late- and endgame.

    The reason for this is pretty simple. Double Sakuya leading offers a fairly strong attack spike of 25x for the very manageable condition of erasing 4 specific colors (Red, Green, Blue, Light).

    But most importantly: On top of that, a lot of her best subs are farmable and it's easy to assemble a very strong team around Sakuya without relying on the REM at all.

    She's one of the so-called rainbow-spike-leads. Other than mono-color teams these mostly rely on the strong leader skill and usually ignore row-awakenings. To get the needed colors of activation it's important to clear as much of the board as possible to get new falling orbs for the next Leader skill activation.

    Obviously, this playstyle is a little bit harder to perform than mono-color teams. Esspecially beginners will need quite a few practise-runs in Endless Corridors or some easier dungeons to get used to the it. It's not really recommended to farm easier dungeons with Sakuya-teams because her leader skill is not exactly made fast sweeping, the player usually needs to carefully examinate the board before his orb movement and try to be defensive by using active skills/keeping heart orbs on the board if the Leader Skill can't be activated due to orb-troll.

    Her awakenings and max level stats build a great base for any of her teams. Sakuyas HP is really high and her RCV is decent, which really helps while stalling or dealing with hits if the board is unable to activate all the needed colors. The orb and time enhancements really show strong synergies with her team's main color and the playstyle of her Leader Skill. Furthermore the defensive awakenings make it possible to deny some nasty side-effects of enemy-special attacks.

    One of her weaknesses is, that her subs have to offer most of the needed elements for a successful Leader Skill activation since Sakuya only covers light. While this is no big deal in mid- and lategame (the subs can simply be chosen by utility) the endgame requires a Kirin-team to be light-focussed most of the time to show successful results in the hardest dungeons of the game. So light cards with the needed sub-elements have to be chosen carefully to make the activation possible while keeping as much utility in the team as possible.

    Also, Sakuyas active skill does not have a huge synergy with her team like for example Umisachi & Yamasachi's or Light Kali's does. 2 times 20% HP reduction to all enemies is not bad, but doesn't exactly offer an impressive utility for her teams. The other two named 25x leaders might have a more REM-reliant sub-palette, but their Leader Skill and Active skill have a perfect synergy to be less vulnerable by orb troll, which unfortunately can't be really said about our blonde sweetheart here.

    Pros
    + strong Leader Skill-spike
    + great endgame-viability
    + strong teams are accessible without relying on the REM
    + good stats and useful awakenings

    Cons
    - easily orb trolled and thus often reliant for defensive Active Skills and/or plussed stats against strong bosses
    - even though orb enhancement awakenings are a thing now, she kinda lacks the spike of TPA leaders
    - mediocre Active Skill
    - inconvenient for farming

    Overall Sakuya is one of the most wanted starter rolls for a good reason. The strength of her leader skill and her very accessible sub pool make her one of the best cards in the game while still being pretty accessible in terms of available subs and playability.


    1.3 FAQ

    Q: How can I beat Dungeon X?
    A: To check for viable team-compositions for a hard dungeon, simply search for "Kirin *insert dungeon name*" at Youtube. If runs of that dungeon are sparse, I recomment to search within the Japanese entries. Copy サクヤ into the search, look the japanese name of the dungeon up at puzzledragonx.com and copy it into the search as well. Then go for it. Alternatively, simply ask in this thread for advise.

    Q: How good is Kirin compared to other 25x leaders?
    A: She may not be the strongest, but she definitively is the most versatile. People who play Non-IAP can easily create very good teams around Kirin and clear most of the game's content. IAP-players on the other hand can create very creative and almost bulletproof teams with her. She's definitively among the best leaders in the game.

    Q: How high is the Active Skill-activation rate of a fresh board? And isn't it a huge issue for Kirin-teams?
    A: Technically it's about 68%, so in theory every third fresh board should troll you. However, because of the light orb changers in most popular teams, the troll rate is a little lower, since only three of four colors can troll you. Taking defensive cards like Echidna or Midgard with you prevents too serious situations and it's also possible to take board changers like LKali or Mastering to work around the RNG.

    Q: How can I ultimate evolve my Kirin without beating Keeper of Gold? It's way too hard!
    A: Save your PAL points until the next evo-material PEM-event. You can roll a Gold Keeper from it with some patience and luck.

    Q: Which Kirin subs are the best to +egg?
    A: Valkyrie and Echidna (in this order) are probably the best choices. They are used in most team-variations of Sakuya and can be useful in many other teams.

    Q: Is Apollo the best REM-sub for Kirin and will my team not work without him?
    A: He's great, but Verche or Angelion are most of the time pretty much equal. In a few team-compositions and dungeons they are even arguably better.
     
    Last edited: Sep 8, 2015
  3. ChronoM

    ChronoM 「天地創造」

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    RE: Incarnation of Kirin, Sakuya Team Crafting V2

    2. Team Building

    2.1 Pairable Leaders

    Kirin of the Sacred Gleam, Sakuya

    God/Physical HP: 3528 ATK: 1370 RCV: 384
    Active: Reduce 20% of all enemies' HP. Ignore enemy element and defense. CD: 15 Turns (10 min)
    Leader Skill: ATK x5 when attacking with Fire, Water, Wood & Light orb types at the same time.
    Awakenings:
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]

    Sakuya herself is the best paired leader for her own team. The reason is obvious - She needs the same four activation colors to activate, got no type restriction unlike her Santa form and the leader skill and her awakenings synergise a lot with her own teams.

    Holy Night Kirin Princess, Sakuya

    God/Healer HP: 2828 ATK: 1370 RCV: 594
    Active: Reduce 20% of all enemies' HP. Ignore enemy element and defense. CD: 15 Turns (10 min)
    Leader Skill: Healer type cards HP x1.2, ATK x1.2. ATK x4 when attacking with Fire, Water, Wood & Light orb types at the same time.
    Awakenings:
    [​IMG][​IMG][​IMG][​IMG][​IMG][​IMG][​IMG]

    A pretty good pairing if all of most of your subs are healer-choices (which will often apply). Running Kirin with Christmas Kirin can provide a much tankier body while still providing a decent 24x spike for most of the team and a decent 20x for all non-healer cards. Overall a decent choice, especially if your team is specialised for the pairing. Double Christmas-Kirin is obviously the best combination if you have her, simply check the healer sub-choices within Kirin's arsenal to built a decent team around her!

    Incarnation of Kirin, Mini Sakuya

    God HP: 1789 ATK: 1064 RCV: 334
    Active: Reduce 20% of all enemies' HP. Ignore enemy element and defense. CD: 15 Turns (10 min)
    Leader Skill: ATK x5 when attacking with Fire, Water, Wood & Light orb types at the same time.
    Awakenings:
    [​IMG][​IMG][​IMG]

    She lacks the good stats of her original and has weaker awakenings. Still, she works quite well as a friend leader and automatically fills the infamous blue slot.
    Double Mini Sakuya pairings are one of the strongest low rarity/cost leaders pairings available by the way! But I most likely won't feature low cost Sakuya-teams with full details in this thread. (Booo!)
     
    Last edited: May 19, 2015
  4. ChronoM

    ChronoM 「天地創造」

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    RE: Incarnation of Kirin, Sakuya Team Crafting V2

    2.2 Subs

    Typically for a rainbow lead, Kirin got an insane number of possible sub choices. Actually a lot more than I will cover. This guide will try to feature all the best sub-choices for Kirin, divided into top-tier, situational power and finally also low tier as substitutes for similar top-tier monsters.

    Please keep in mind that the blue slot is usually the toughest to fill in a Sakuya-team and light-focused monsters usually get preferred. This will naturally have a big impact on the grading of these subs.



    Orb Changers

    High Tier


    Valkyrie Rose - Kirin's best heart breaker. She converts to light within 5 CDs, got light focus, covers green and rolls with decent stats. After her recent new uevo, she features TPA and two light enhances within her awakenings. She can sometimes save trolled/changed boards and most importantly spikes up your light damage with additional light orbs. Pretty much a must-have in almost every endgame Kirin-team and is on top of that fully farmable and easily skilled.


    Mini Valkyrie - The Chibi-Version of Rose has weaker stats than the fully evolved original, but easily makes up for it with her brutal three TPAs. However, in some teams the double orb enhance and higher HP of the original are simply better. So it really depends on your team-format if this Special REM-only version of our trusty Valkyrie is better. Overall both are pretty much on par with each other in Kirin teams.


    Verche - Kirin's best dark orb-converter. He doesn't cover a second color via his sub-element but straightly delivers a stronger light burst or an orb troll/change rescue with non-needed orbs within merely 5 rounds. His awakenings provide a TPA for himself and a light enhance for the team. Only downside are his somewhat mediocre stats, he's easy to farm and to skillup and a staple and in most Kirin teams.


    Apollo - Apollo can convert both dark and and heart orbs to light within 9 turns and thus often replaces Verche in Kirin teams if pulled from the REM. A very strong light-focussed orb changer. He covers red with his sub attribute which is rarely useful, but technically opens new possibilities for Kirins endgame-team (for example Indra instead of Echidna for defense-utility). Apollos stats are very decent and he provides a useful skill boost for the team and can also boost his own ATT a little with his TPA awakening.


    Light Kali - A decent sub to prevent orb trolling and a trusty antidote against orb changing pre-emptives. LKalis Active changes all orbs on the board into RGBLD and leaves out heart orbs. Good thing: at least three orbs of each color are included which guarantees a leader skill activation. Bad thing: without heart orbs a decent light burst from a direct orb change is very luck-based after her AS. Her main element is light and she provides great awakanings and stats, so even if her Active Skill could be better in detail, she's still the best board changing sub of Sakuya.


    Angelion - Angelion is also a fairly strong choice for Kirin orb-changers. It's dark to heart orb change can provide needed heal orbs in dangerous situations or can be combined with Valkyrie Rose for a light-heavy Kirin-board. Angelion is fully farmable and can easily be skilled in a survey dungeon. It's downside are it's pretty bad awakenings and weak stats.


    Lemon Dragon - It's basically the same utility as Angelion, with slightly worse stats, a one turn longer cooldown but very impressive awakenings. Other than Angelion it provides one autoheal, two orb enhance awakenings and two skill boosts for the team. It's even farmable from event-bound gift dungeons. Also, a ultimate evolution hasn't been released yet, so it might become even stronger in the future.

    Situational Tier

    /
    Siegfried - One of the better non-REM subs for Sakuyas blue spot, he provides insanely high HP, up to two needed colors for her activation and a potential rescue from orb-trolling. While he's not commonly used in endgame teams in favor of the light burst, even in late game he can still be used to hit certain HP treshholds, rescue you from enemies which change blue orbs with their pre-emptive and make teams possible which have a hard time to fill out all needed colors for Sakuyas leader skill. His skillups are very easy to farm.


    Shining Dragon Knight - He's unbindable, his orb change also removes 2 turns of bind and he provides a welcome skill boost. However, he loses against his biggest slot-rival Valkyrie Rose: He misses the useful sub-element of Valk, his second AS activation takes a turn longer than Rose's and his stats are a lot weaker. He's only obtainable via REM and overall only better than her in bind-heavy dungeons. Things might change though, fingers crossed for a decent ultimate evolution if the dragon knights ever get one!


    Awoken Minerva - She can change dark orbs to red orbs with her AS which can make orb-changing enemies and orb troll less of a problem. But using her is generally bad for the light spike of the team. However, her great stats and especially her great awakenings make her a very useful situational sub: running her within your subs gives the team a 80% jammer block resist. Additional neatos include a skill boost for a team and a defense-reduce from her Active Skill (which makes a little up for the light card which could be in her slot) and herself being unbindable. Definitively not horrible to have as an situational sub-option.

    Low Tier


    Super Girl - Good stats and awakenings and an alright-ish board changing active. She's pretty much the only light monster for Sakuyas blue spot which can help you with orb changing, but she doesn't really hold a candle to the straight dark/heart orb to light orb changers in the high tier. One reason is that half of the orbs produced by her are blue, which might sometimes be nice for orb trolling but isn't too useful for burst. Also, needed orbs for activation might be overwritten by her spawned ones, so planning ahead (for spike) or a fitting board (when used after a trolled board) is needed to benefit from her active.


    Hatsume - Another possible orb-changer option for the blue spot. She has great RCV, provides a skill boost for the team and can change useless dark orbs to blue orbs, which can help against enemies who change your blue orbs to another color and also sometimes helps with orb-trolling. However, her HP is pretty low, her sub-element has no useful different color and running her harms the light spike of the team. Extremely situational.


    Cu Chulain - A good monster for the green spot in midgame until one obtains Valkyrie Rose. He can fill up to two needed color slots, changes hearts into a useful color and might prevent orb trolling and problems with enemies that change green orbs to another element. He's farmable, his skillup fodder is easily obtainable and his stats are well rounded. But for the light burst one will usually want a Valk over him in an endgame-team.


    Dark Kali - Her active skill changes the whole board and guarantees at least three orbs of every orb type, so she prevents orb trolling and helps against enemies which mess with your board. Different from Light Kali she also spawns heart orbs making a harder light burst possible with orb changers, but unfortunately her own main element is dark which is not exactly great for Sakuya. Her awakenings are great and her stats stand out, but it doesn't help to fully remove her disadvantage compared to the light version of herself.


    King Mastering - Basically poor man's Kali. His Active Skill changes your complete board and can deal with orb trolling and orb changing enemies. His HP is also really high which can help to reach certain HP treshholds and most importantly he is easily skilled and fully farmable. Unfortunately his board change is completely random (while Kalis guarantee at least three of each included orb type) and can troll you as well. Also, being completely red he doesn't really help the light burst of the team and Echidna's Delay is arguably better in almost every way.



    Delay & Defense

    High Tier


    Echidna - Still one of Kirins best subs, even when taking REM-only options into account. Echidna is a staple in most Kirin teams and provides three turns of delay within a short cooldown of only 10 turns which is usually enough time to take out any boss of the game. Because of her low cooldown she can even be used midway of a dungeon to rescue a orb troll at the wrong time or stall up other active skills of the team. She also provides great RCV. Of course she has a few drawbacks: her red attack is not so important in light-focused lategame teams and her HP is pretty low. But these disadvantages are almost meaningless compared to the advantages she carries into a Kirin-team. Echidna is fully farmable in a survey dungeon and thus also easy to skill up.


    B/L Sun Quan - His cooldown is higher than Echidnas and he only provides 2 turns of delay. However, this guy has a few advantages over Echidna which smoovely make him join the same tier as her. First of all, he covers the blue spot in a Kirin team which is usually the hardest to fill and even boots a light element to provide a bit to the light spike of the team. Furthermore he provides better stats to the team and his active also provides 2x Att for Healers for two turns. A good bunch of decent Kirin subs actually share this subtype, so this burst can really matter on boss floors and easily makes up for one turn less delay alone. A great sub which is not only sometimes better, but often even worth to run with Echidna side-by-side. If you need his green uevo for another team, you can obviously also use that one for Sakuya, but you will lose a bit of valuable light spike and HP this way.

    /
    Indra - It's active skill does not delay enemies, but builds up a three turn shield of 75% damage reduction. This even makes the strongest blows in the game seem like a tickle on your team's skin.
    The advantage of this is that the defense aims at your own team, so it can't be countered by status shields of your enemies. However, the side effects of certain attacks are still in effect and especially enemies with orb change might laugh at you once you put that shield up. So check the dungeon data carefully to make sure the special attacks of the bosses won't let Indra fall into a trap. Also, keep in mind that even when skilled up the CD of the AS is still a little bit long.
    There are some neat advantages to Indra if one includes him into his Kirin-team though: He's the only light monster in this high tier and greatly helps to rack that damage counter up. His stats are really decent and he provides two skill lock resist awakenings, so having him in your team combined with your leaders already gives you a 80% chance to counter special attacks with this nasty status effect. A very versatile and strong utility and defense sub, consider yourself lucky if the REM-gods gifted you this great monster! Similar to Sun Quan, it's sometimes even pretty beneficial to pair him with another high tier-delayer in the team.


    Mar Midgard
    Everyone hates Golems. But to be fair, this guy here is pretty awesome for Sakuya-teams. He is unbindable and prevents 50% damage for three turns (while most binds are beetween two and three turns) which comes in pretty handy! Also, he covers the blue spot while providing a mini-burst to light damage with his subelement. His HP is pretty much the highest within all good Sakuya subs, so he can even help to make your team extra-tanky when needed! As a small bonus he even brings a skill boost into the team. Overall Midgard is a pretty decent swiss knife tool you can use to your advantage whenever needed. A very versatile sub which is easily farmed and even more easily skilled up.

    Situational Tier


    Izanami - Her 35% damage reduction Active Skill might seem a little small, but she can still matter in some dungeons because of it's low cooldown. Izanamis stats are pretty great and well-balanced and most importantly she covers the blue color while being light maintype. She's fully farmable and while being a little annoying to skill up she's still regularly accessible. Disadvantages beneath the kinda low reduction percentage are her mediocre awakenings.


    Orochi
    The longest delay in the game. Activating Orochi basically means clearing a floor, it's as simple as that. His recent new uevo even manages to fill 2 of Sakuyas needed color spots and also features 2 very welcome skill boosts. However, even when max skilled the high cooldown of his AS is a serious problem. This alone only makes him a better choice than anything in the high tier only when stalling in the dungeon of choice is no big deal. Still, having him is a nice option for some dungeons, so don't be too frustrated if the REM gave you this guy instead of another potential Sakuya sub!

    /
    Susano - This guy has basically the same awakenings and AS like Midgard, but his defense actually lasts for an impressive five rounds with the same cooldown. His light sub element actually matters because with his high ATT stat it boosts your light damage by a recognisable amount (especially if TPA gets activated). However, his HP are pretty low and he only submits to the green spot which usually is already covered by Valk. Still, overall he's almost the same tier as Midgard, depending on the dungeon you are heading to and which team composition is chosen. The reason Susano got Situational Tier is that he doesn't fit into as many teams as Midgard does, even though his AS is without a doubt much better.
    The balance uevo of Susano is also worth a mention: If higher HP are more important for your team than the skill boost and some small additional light burst, he should obviously be preferred in a lineup.


    Kushinadahime - Kushi shares the same color spot as Valk and does not contribute to the light burst of Sakuyas team, but her active skill can buy you a needed round against strong floors, can reduce charge up attacks and dangerous pre-emptive strikes to puny hits and finally can help to connect 2 delayers (Who cares about heavy light burst if you can do Echidna -> Kushi -> Sun Quan???). Furthermore her AS might be used multiple times in a dungeon because the cooldown is so low. Her stats are well rounded and she got some decent awakenings. A viable choice for quite a few dungeons and team-lineups.

    Low Tier


    Asgard - Pretty much the same monster like Midgard but usually not as useful since he fills the green slot which is taken by Valkyrie Rose in most teams. However, he's a possible option for the green spot in grinding teams of players that don't own Susano or Kushinadahime.


    Wadatsumi - An interesting farmable sub choice for the quite variable blue spot. Wadatsumi offers a active skill with an useful one turn-delay and a pretty useless blue orb enhance (could have been neat if only the cooldown was lower), very good stats and a rare skill bind resist awakening for your team. There are definitively better options for delay or the blue spot around, but the fact that he can contribute to skill bind resist-teams and is farmable conbined with his blue coverage makes him a worthy addition to this guide.


    Hera-Sowilo - She can reduce damage by 35% and enhance orbs formed by orb changers at the same time (all dropped ones are usually already enhanced in most Kirin-builds anyway) which is only interesting in a very very few dungeons. Her cooldown is also much higher compared to Izanami and the awakenings contribute even less. However, her stats are good, she provides solid damage thanks to her main element being light and she can fill the dark sub element whenever one should choose some of those leader pairings from the situational tier. Most of the time she's not really recommended over other farmable options though.



    Status / Awakening Sticks

    Situational Tier


    BOdin - A great stat stick with very high HP and RCV. He also provides three skill boosts and a active skill with a small attack including a heal. A a great choice for the blue spot when the team needs a little bit of extra tankiness or there are not many possibilities to stall in a dungeon.


    GOdin - Obviously, Valk is a much better choice for the green spot most of the time and cards like Bodin and Midgard kind of overshine him for etra tankiness because of their much more variable blue spot in the team. But for No RCV dungeons this guy here should definitively be preferred over Valk. His stats are outstanding and well balanced out in every category, he's unbindable, provides 2 skill boosts and 4x 500 HP autoheals. His active attacks and heals a little and he has a little extra light burst with his subelement.


    Red Chester - Basically the awakening stick for Kirin who instantly gives the team full skill bind resist. His stats are crappy, he provides nothing to light spike but his sheer usefulness in dungeons with skill binds balances this out if he's put into the team for his utility. His active skill can also help against enemies who change needed orbs to jammer or poison if a suitable heart breaker is in the team.

    Low Tier

    I Love PAD Bear - He's the farmable life saver for dungeons with skill bind if you own neither a Red Chester nor an Indra. His stats are pretty meh and he lacks a sub-element, but his great awakenings pretty much make up for it and his light main element and small god boost active skill are not exactly bad either. He's not the best option, but definitively the best free one you can get in the game!


    Chrono Turtle - Basically the training weels of a Kirin-team. It's awakenings give the team one extra second of movement time, which helps a lot for players who are not used to her playstyle yet. It also makes setting up the board much more confortable for advanced players. Also, the skill bind resist and Blue/Green element can help to craft a up a skill bind resist team. However, putting HP to the side the stats of Chrono Turtle are very weak and his active does pretty much nothing. It fulfills it's (kinda exclusive) role but is definitively pretty far away from being a high-tier sub.


    Athena - Thanks to her over-the-top ATT, double TPA and light enhance AS she adds incredible light spike to any Kirin team. However, her zero RCV and the fact that she covers the same color spot like LValk make her a pretty questionable choice over other sub-options.



    Bind Heal

    High Tier


    Light Metatron - Bind Heal is a really situational use, but Light Metatron still manages to sneak her way into teams which are not even built to survive bind attacks. The reason is her light/blue element, her strong stats and those great awakenings. On top of that her AS heals a fair amount of HP if heart orbs should get somewhat elusive in a needed turn. Once enemies with bind attacks kick in her usefulness obviously goes through the roof. She's unbindable and can remove 2 turns of bind from all of your monsters. One of the best subs for Kirin's blue spot.

    Situational Tier

    /
    Amaterasu - Her active is "stronger" than LMetas, she removes all binds and heals your HP to full for a higher cooldown. Her main element is also light, which helps for the color burst. Ama's subelement however isn't as useful as LMetas and often forces the player to rearrange the team heavily to feature her. Her stats are a little bit weaker and the awakenings are very similar, but lack a little of the quantity of our high-tier card. However, sometimes clearing 2 binds is not enough and this is where Amaterasu can potentially kick in.


    Isis - She has great stats, fills the blue spot, provides a little to the light spike, is unbindable and got the shortest cooldown of all bind healers. She's obviously not as good as LMeta, but thanks to her low cooldown she has her uses in dungeons with lots of bind attacks, for example Mephisto Descended.


    Toki - Probably the manliest of all Sakuya Subs! He might as well fit into the defense category since his active skill does not only heal a decent 3 turns of bind but also voids all damage for one turn. He got full bind resist and covers the blue spot while still providing a little to the light spike with his sub element. Toki has his downsides though, since his Active Skill has a very high cooldown and can only be leveled by using Piis. This means it might require some stalling and can likely only be used once per run. A unique and interesting card for the blue spot, but it really depends on the dungeon and the team if he's a good choice.

    Low Tier


    Awoken Ceres - She's bad for the light spike and fills the green slot which is pretty much always covered by Valk. She's pretty mediocre in Kirin-teams but does her job when needed thanks to her full bind resist. Her strong point is that she can heal three bind turns instead of the usual two.


    G/L Alraune - Basically a lesser version of Ceres, since she only has a 50% bind resistance, less awakenings, worse stats etc. The thing which makes her notable for this guide is her Skill Bind resist awakening and the fact that she's farmable. Extremely situational, but nice to have.


    Blue Metatron - Basically the same as Light Metatron but without the decent boost to the light burst. Only use her if you don't own the original and truly need the bind heal for a dungeon.


    Mini Metatron - The Mini version of LMeta has the same stats and active as her original but her awakenings are truly lacking the same quality. If you have her but not the real deal fill your blue spot with something better and only use the Mini for dungeons where the active is really needed.

    /
    Archangel - Weak stats, bindable and mediocre awakenings. You use her if you want light spike on the blue spot or want a HP- and bind-heal active within your subs but lack other options. Still, she's a decent farmable option for light-focussed Kirin-teams. Her Light version is only useful when building a skill-bind resist team.

    Damage Enhancers

    High Tier


    Light Zhuge Liang - An amazing card! He fills out the blue spot while providing light main attribute and has great awakenings (including double TPA and skill bind resist). His active skill can heal up to 10k HP (depending on RCV+ eggs) and enhances Light and blue orbs. He brings more safety and incredible extra spike into any Kirin-team and is overall one of those best options for the blue spot.


    Awoken Venus - Her damage potential might not be as high as LZL and her three light row awakenings are pretty useless for Kirin, but she offers slightly higher RCV and HP while being able to enhance your light orbs every 5 turns! The Change The World sideefect of the active might be short but is long enough to do some useful trickery on your board. Fitting into the blue spot, she's an outstanding choice for any Kirin team, just like LZL.




    Situational Tier


    Muse - Most of the better compositions of Sakuya-teams include mostly God types, so his active skill obviously boosts your damage through the roof. Muse lacks light element for the color burst, but he provides 2 needed colors for Sakuyas leader skill, a skill boost for the team and pretty good HP. His downside is his bad RCV. Overall a pretty good choice for the blue spot.


    Arcline - Many strong builts of Kirin include a lot of healer subs, so his Active skill is pretty strong in combination with the Leader skill of Kirin (x62.5 Att for Healers). He rocks the most variable sub-element blue and has very good awakenings. His only downside are the somewhat mediocre stats. A decent choice for the blue spot of Kirin Teams and even better in combination with Christmas Sakuya.


    Maxius - Nobody would have thought that the Shinra Banshou Gacha would come to the west, but it did. It has very little to offer for Sakuya, but this guy is definitively worthwhile. He does not only fill the blue spot, he also has fairly nice awakenings and a good active to boot. His actives might not be as strong as the top tier of this category and the spike is lower than Arclines, but being a silver egg, he's fairly easy ontainable during the collab and his spike is not only limited to healers or gods. On top of that, in blue heavy dungeons, he offers a good amount of extra defense and he generally adds to the light focus of the team. A decent choice for the blue spot.


    Aquaman - His active skill boosts physical type which would apply to Kirin, Apollo, Izanagi and Super Girl among the better card choices of Kirin-teams. He has great HP, fills the blue spot while still providing some extra light burst (which is even boostable with TPA) and offers a skill boost awakening for the team. His downside are his weak RCV. Obviously he's not a good fit in Chibi- and Santa-Kirin-teams though.


    Izanagi - This guy has awesome stats & decent awakenings (including a skill bind-resist), he contributes to heavy light burst and his active skill often even applies to your whole team in Kirins stronger compositions, which usually leads to some gruelsome spike on boss floors. However, his active skill is slightly weaker than Muse's and he lacks a subtype for Sakuya's leader skill. If you want to run Izanagi you usually need to rearrange your team heavily and unfortunately usually end up removing cards with higher utility from the team.

    Low Tier


    Sandalphon - Basically the farmable version of Arcline with better stats, a useless row enhance instead of a TPA-awakening and a slightly weaker active skill (Att x2 instead of x2.5). However, his active skill also reduces damage a little for one turn which can be helpful at times. A very strong and farmable choice for the blue spot, only downside is the huge endurance- and stamina-investment he needs to get a viable cooldown for his active skill. In Santa-Kirin teams he's obviously even more awesome. Overall Arcline is only a small upgrade if one already owns him on max skill level, but strictly said Sandalphon is low tier if you have the choice.


    King Bubblie - Bubblie has a stronger active skill spike compared to Aquaman and brings 2 skill boosts into the team which is not too shabby, especially when you compare his awakenings to those of other slimes. However, his stats are really, really weak and he even lacks a subelement. Still, if the team consists of at least 4 physical monsters including him and Aquaman is not available, he's still a decent farmable choice for the blue spot in Kirin-teams. Obviously he's pretty useless in Chibi- and Santa-Kirin-teams.



    Defense Breakers / Unconditional Damage

    High Tier

    Awoken Ra - This guy is not only a beast as a leader, he's also a great sub for many other light leads with multicolor activation. His Active Skill deals a huge 77,777 unconditional damage and gives you additional 3 seconds to move your orbs, which can also overwrite reduced movement time from enemies. The direct damage is usually even enough to clear a trash mob to preserve a good board for a harder next floor or the skill can be used to give you additional time for a tricky board. At the same time Awoken Ra provides incredible stats and an awesome range of awoken skills, including two skill boosts, being unbindable and a skill bind resist. His red sub element makes it possible to fit him into Sakuya teams without wasting a colorless slot like his previous forms. Even though the competition from Echidna, LKali and Apollo is strong, I'd say he's all around so good, he's viable to stay in the team even in dungeons which don't need the unconditional damage from his active skill. A great sub for Sakuya teams!

    Situational Tier


    Neptune - A great monster for the blue spot in dungeons with high defense monsters. He brings along great stats, a light element for some small extra burst and is unbindable. The side-effect of his active is that he also boosts all your Godtypes a small bit which is fairly useless if you poison a high def enemy to kill it fast. Downsides are his high cooldown and that there are much better blue-spot options around when his AS is not really needed in a dungeon.


    Top Droiddragon - This guy reduces the defense of your enemies to zero for an insanely high cooldown - so if you want to use it's AS to take out hardshelled enemies, make sure the dungeon allows the player to heavily stall on some floors. His awakenings however are really awesome, if you take him with you your team is save from jammer orbs and blinding, also poison will fail most of the time. He perfectly fits into the blue utility slot and is (different from the other two options) fully farmable. Beware his low stats though, he deals almost no damage to enemies by himself. Only recommended in dungeons with lots of special attacks from enemies and against high defense enemies with enough stalling opportunities on earlier floors.
     
    Last edited: Nov 7, 2015
  5. ChronoM

    ChronoM 「天地創造」

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    RE: Incarnation of Kirin, Sakuya Team Crafting V2

    2.3 Typical Team Compositions


    The low-rank team



    Wildcards:



    The Wildcards are filled with any of the Dublits or Keepers (while keeping the RGBL-color coverage intact) to keep the team costs as low as possible and the stats quite viable. Once the ranks go higher and the available costs expand, the evo-mats should obviously slowly get replaced by better subs.

    instead of one (blue or green material)
    If you have Chrono Turtle (which is not incredibly rare being a silver egg REM-roll), it's a great helper for more movement time in teams of unevolved Sakuyas and makes the gameplay much more beginner-friendly.

    The farmable mid-game team



    Wildcard: /// (mainly for green element-coverage and their skill boost awakenings)

    This team is completely farmable in early game, has low team costs, viable stats and great defense utility. Obviously the low movement time will give beginners a tough start, but the team is overall pretty great.

    Optional choices:
    instead of or
    If you have Chrono Turtle (which is not incredibly rare being a silver egg REM-roll), it's a great helper for more movement time in teams of unevolved Sakuyas and makes the gameplay much more beginner-friendly.
    instead of or
    The mid-game has a few nasty high defense bosses, Droiddragon will make them a walk in the park for you.
    instead of
    If Kirin is already fully evolved from a lucky PEM-pull, Bubblie is a neat choice for some extra spike against high-defense enemies and some early stronger descend-bosses. He also reduces stalling for actives.


    The farmable late-game team



    Every sub of the team is easily obtainable after finishing Ocean of Heaven (if one saves the PAL points wisely for evo-material events in the PEM) and extremely save since it can basically dodge any orb troll but red and has pretty solid stats. This team can savely carry Kirin until Starlight Sanctuary and through many legend-difficulty descends (including Goddess Descended which is very important to built any of the Sakuya end-game teams).

    Optional choices:
    instead of
    If one already does have Midgard leveled and don't feel like investing into Siegfried, Midgard will serve the team equally well with his great defense. In the dungeons with bind-attack enemies he's obviously even more awesome.
    instead of
    The late-game has a few nasty high defense bosses, Droiddragon will make them a walk in the park for you.


    The farmable end-game team



    A good amount of light-spike, very good stats and plenty of defense utility. This team can wreck almost every end-game dungeon in the game while being fully farmable. Not many leaders can pull this off, but Kirin can...

    + Fast light orb changers and solid light focus for good spike
    + completely farmable
    + binding attacks are no big deal
    - A little lacking in terms of stats and awakenings compared to other end-game compositions of Sakuya
    - orb-changing enemies can cause big trouble
    - A gamble against skill-binding dungeons

    Optional choices:
    instead of
    The team loses a big amount of light focus, but gains a lot of HP and a very useful AS against orb changing enemies and orb-trolling.

    instead of
    The team loses a fair amount of spike and a little HP, but gains more RCV and utility: Angelions Active Skill can be used to produce hearts for healing in tricky situations and also can get combined with Valkyrie to change dark & heart to light orbs for the same light-heavy board which is also produced by Verche and Valkyrie.

    instead of
    Similar to Angelion, but with better awakenings, a slightly longer Active Skill cooldown and slightly lower stats.

    instead of
    A great choice over Midgard if one decided to run Angelion instead of Verche. Activating him will take down even the strongest bosses in combination with Sakuyas Leader Skill and a light-heavy board from the orb-changers.

    instead of
    Izanamis defense utility might be weak compared to Midgards, but she's a great choice if the team needs more light spike and better RCV. In terms of all available subs she might not be top-tier... But among the farmable ones, she definitively is.

    instead of
    Archangel is also a nice farmable choice for the blue spot if more light spike is wanted. Other than Izanami, she can heal binded team-mates, which is kind of similar to defending them like Midgard. Being bindable herself makes this only useful against bind attacks which don't target the whole team including her though.

    instead of
    A great choice for the blue spot if a dungeon features bosses or enemies with high defense or many orb to jammer/poison attacks.


    The farmable grinding-team



    This rainbow-team provides exactly what it's name promises: It lets you to grind down dungeons. The amount of defensive active skills allows the team to have no light focus at all while still being able to clear very hard contend. The team's stats are mediocre, so it's very recommended that both leaders and at least one Echidna is max egged for harder dungeons.

    + very stable
    + binds are no big issue
    + completely farmable
    - slow to play
    - pretty much incompatible with skill-bind dungeons
    - mediocre stats -> needs a big +egg investment to become viable for hard dungeons

    Optional choices:
    instead of
    Light Izanami gives the team better stats, but exchanges a strong, unbindable defender for a weaker defense skill. Unlike the other defenders her active skill is usable pretty early which can make a big difference while stalling for the other active skills.

    The farmable skill bind-resist team

    Example:
    [​IMG][​IMG]

    These are the farmable cards you can use:
    x2

    x1


    The leaders already give 2 skill bind resist awakenings, so the team needs to fill out "only" three to get to 100% resist. This team makes Kirin viable for dungeons which throw multiple skill binds at you which are hard to stall out. Unfortunately it usually comes with the loss of light spike and with pretty low HP. At least one hypermaxed card next to you friend leader is thus recommended for rough contend.

    + 100% skill bind resistance while still providing strong Active Skills for boss floors
    + completely farmable
    - mediocre stats
    - no light spike from orb-changers
     
    Last edited: Apr 15, 2015
  6. ChronoM

    ChronoM 「天地創造」

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    RE: Incarnation of Kirin, Sakuya Team Crafting V2

    The popular "standard" REM-team



    The currently most pupular Kirin team featuring REM-subs. It mostly offers the same utility as the farmable Kirin-team, but with some slightly better stats, active skills and awakenings. A very strong and versatile composition that can beat pretty much every Kirin-compatible dungeon in the game.

    + very good stats and good light focus
    + one small and one big light orb change for spike
    + bind attacks won't harm the team much
    + 2 out of the four subs are still farmable, so it's not incredibly REM-heavy
    - orb-changing enemies can cause big trouble
    - A gamble against skill-binding dungeons

    Optional Choices:
    For non-REM subtitutes for and please refer to the farmable end-game team.

    instead of
    Light Zhuge is the more offensive blue slot-option compared to LMeta while still providing a strong HP heal (up to 10k if plus-egged!)

    instead of
    Offers a frequent light enhance and change the world active for easier and stronger activation of a board while keeping similar stats in the team.

    or or instead of
    REM-substitutes if you don't own Light Meta and bind heal is needed/useful for a dungeon.

    instead of
    There are powerful high-defense monsters lurking in the dungeons and binds are no big threat? Then this exchange might pay off!

    instead of
    A great choice over LMeta if one decided to run Angelion instead of Apollo/Verche. Activating him will take down even the strongest bosses in combination with Sakuyas Leader Skill and a light-heavy board from the orb-changers.

    instead of
    The team loses a fair bit of it's light focus, but gains an incredibly useful second delayer plus a useful burst for healers in exchange. Angelion in Apollos slot is recommended with this exchange.

    instead of (Apollo in the same team is required)
    Longer cooldown for the delay, but better stats and damage spike in exchange.

    instead of or
    If there are enough stalling possibilities in a dungeon, he will make even the hardest bosses a walk in the park for you (if they don't have a shield...)

    instead of
    The team gets an immense light damage and HP boost, great additional awakenings and a neat, but not always super useful AS in exchange for Echidnas great delay and really high RCV.

    instead of (Apollo in the same team is required)
    A great option if the team needs more light spike for a dungeon or the boss has a shield to resist your delay. (He's also great for skill bind resist, but more about that later...)

    The offensive TPA-team



    The idea of this team is basically that the monsters have so much firepower that it doesn't need any defense utility. The HP and RCV are pretty solid and if the enemy is still too strong for your team to survive a hit, there is Light Kali to save the day.

    + Highest light spike without active skills out of all Sakuya-teams, even high-defense enemies should cut like butter
    + INSANE spike for the boss floor
    + can save itself from orb changer enemies and orb-trolling
    - there is no defense-utility (LZhuge's AS is usually for the boss floor), so playing skillfully is a must
    - pretty REM-heavy
    - binds can cause trouble
    - A gamble against skill-binding dungeons

    Optional Choices:
    instead of
    Apollo provides stronger stats, a bigger orb change and a skill boost to speed your team further up. His downside in this team are his long cooldown (you will probably only be able use him once each run) and the lost fifth orb enhance from Verche. But they both feel equally strong in this team overall.

    instead of
    Why would anyone give up the ~85x boost for Chibi Valk? The answer is actually pretty simple: The two light orb enhance awakenings boost the whole team and produce similar damage results. Overall, Chibi Valk is a little bit better than the original when Verche is in the team and if Apollo is included, the original Valk is better than her Chibi form. You decide.

    instead of
    Good way to include Chibi Valkyrie and Apollo into the team without losing the 5 orb enhance awakenings. However, you lose Light Zhuge's fairly great Active Skill and his much stronger double TPA, so I would only advise to use her if you lack LZhuge or there are really nasty binds in the dungeon of choice.

    instead of
    I guess she also works as an alright-ish Light Zhuge-replacement.


    Skill bind resist-teams

    There are many possibilities, but here are two of the strongest examples:



    A really strong team with great light-spike and pretty much full utility of the "standard"-team.



    Most of the great utility of the "standard"-team is intact, a very strong team for skill-bind dungeons. More flexible in terms of subs compared to the team above.

    Yeah, obviously not everyone can make those teams - so for getting creative, here's a little list of the good to somewhat viable Sakuya-subs available for skill bind-resist:
    x3

    x2

    x1



    Bonus Example Teams:

    Christmas Kirin



    Chibi Kirin (cost less than 20)

     
    Last edited: Jun 27, 2015
  7. ChronoM

    ChronoM 「天地創造」

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    RE: [WIP] Incarnation of Kirin, Sakuya Team Crafting V2

    Reserved for potential future use.
     
  8. prem

    prem ill learn to spell one day i swear

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    RE: [WIP] Incarnation of Kirin, Sakuya Team Crafting V2

    the first post has a broken image unless its just my internet?

    http://gyazo.com/959cb94d4c550e39d16dc2a89c2ff6b7
     
  9. ChronoM

    ChronoM 「天地創造」

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    RE: [WIP] Incarnation of Kirin, Sakuya Team Crafting V2

    Ah, I see. Seems like Pixiv does not allow direct linking. So I decided to upload it to my google drive and used a new link. It should work now ;)

    Edit: lol, that also didn't work, so now I used a picture upload service. I hope it's viewable now.
     
  10. icebarrier

    icebarrier ~(=w=)~

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    RE: [Team Building] Incarnation of Kirin, Sakuya V2 -WIP-

    Hue found that image a few days ago.

    \>:3/
     
  11. ChronoM

    ChronoM 「天地創造」

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    RE: [Team Building] Incarnation of Kirin, Sakuya V2 -WIP-

    Leader Pairing section is done! Any feedback or additions are very welcome.
     
  12. prem

    prem ill learn to spell one day i swear

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    RE: [Team Building] Incarnation of Kirin, Sakuya V2 -WIP-

    you should definately mention hathor and then i find it odd that you mention durga but not u&y lol. also you should mention at least suzaku; cause her colors are enveloped by kirin
     
  13. ChronoM

    ChronoM 「天地創造」

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    RE: [Team Building] Incarnation of Kirin, Sakuya V2 -WIP-

    I mention Durga because at least her AS got some synergies. You can't really say the same about U&Y^^
    Thanks for Hathor and Suzaku, I totally forgot about them :)
     
  14. ChronoM

    ChronoM 「天地創造」

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    RE: [Team Building] Incarnation of Kirin, Sakuya V2 -WIP-

    Here's my list of subs which I would like to feature, but I feel it's a little bit too long.

    Did I forget any really important subs and could you think of a few cards which actually shouldn't be in this list?

    Type/Element-damage Enhancers

    REM
    Aquaman
    Izanagi
    Muse (ミューズ )
    Tamadrapurin
    Thor

    NON REM
    P&D Bear
    King Bubblie

    Orb Change Light

    REM
    Apollo
    Shining Dragon Knight
    [Saori]
    [Sagittarius Seiya]
    [S Extinction (Sエクスティンクション)]

    NON REM
    Valkyrie
    Verche
    Defoud

    Other Notable Orb Changers

    REM
    R Chester
    G Guan Yu

    NON REM
    Siegfried
    Cu Chu

    Heart Makers

    NON REM
    Angelion
    Lemon Dragon

    Board Changers

    REM
    Supergirl
    Leilan + Sharon
    Superman + Leeza
    LKali
    DKali (?)

    NON REM
    King Mastering

    Delay & Defense

    REM
    Orochi
    Sun Quan
    Sagirinokami
    Indra
    Kushinadahime
    Susanoo

    NON REM
    Echidna
    Zhang Fei
    Mar Midgard
    Izanami

    Bind Heal

    REM
    Amaterasu
    L Metatron
    W/L Isis
    G/L Ceres

    NON REM
    Archangel

    Orb Enhance

    REM
    L Zhuge Liang
    Sagirinokami

    NON REM
    Athena
    Takeminakata
    Hera-Sowilo

    Stat/Awakening Sticks

    REM
    Godin
    Bodin
    Lakshmi

    Unconditional Damage

    REM
    Rodin
    Neptune
    Ra
    R/W Shiva

    NON REM
    Droidragon
    Bane
    Poison Ivy
     
  15. prem

    prem ill learn to spell one day i swear

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    RE: [Team Building] Incarnation of Kirin, Sakuya V2 -WIP-

    some things like shiva / bane probably arent needed. they are so specific in uses because unlike other teams kirin can actually just break through 600k or whatever the defense is

    also mention hera-sol and dkali. dkali is actually just as good as lkali cause its a better burst than lkali is; confirms 2 sets of lights with valk and still attacks and is just unbindable and a full second. worse than lkali if you have apollo
     
  16. ChronoM

    ChronoM 「天地創造」

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    RE: [Team Building] Incarnation of Kirin, Sakuya V2 -WIP-

    Thanks for your opinions, I mostly agree and edited them into the list. I am a little bit concerned about DKali though, since you lose a good bunch of damage from her main element being dark. Also, Shiva offers a skill boost and a time enhance and is thus a situational sub with good synergies in my book (if he's skilled up). Still, I will take the feedback and exclude him, he's only situational after all.

    Before I work on this list and the text for the sections, I would like to get a little more feedback on this list so I hope a few more comments from different users roll in.
     
  17. DJ Sharpnel

    DJ Sharpnel Extreme King Metalhead

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    RE: [Team Building] Incarnation of Kirin, Sakuya V2 -WIP-

    Heal is not a reason to use something as a sub. It's either bind heal + rcv (angel, Lmeta), RCV (Godin), or Awakening statstick with an active that does something besides heal (LZL).

    Likewise, I don't think something with a singular marginal use like Take's orb enhance is worth running either as it provides few other beneficial qualities and doesn't even color a useful color.

    Get GGY out of there, there is very little reason to use it over a light orb changer and it's worse than Cu which isn't even mentioned.

    All things equal, a sub that covers blue is more valuable than a sub with a similar use that doesn't because blue is the hardest color to fill.

    I'm also going to harp on Athena. While it doesn't add nothing like Take, the fact that it doesn't cover blue means it's competing for a slot with Valk, Verche or Echidna. There are almost no situations where using Athena over one of those subs would be beneficial since orb changing > extra TPA for the role they're going to fill, and that's damage. I realize excluding it completely might be OD since it's going to be constantly asked about as a sub so make sure to be salient about Athena not being a high tier sub. All that without taking into account it's a sub with 0 RCV that provides no defense/utility.
     
  18. maherd

    maherd Bearded Member

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    RE: [Team Building] Incarnation of Kirin, Sakuya V2 -WIP-

    Please add Sun Quan to the sub list. He is a solid choice for the difficult water slot for many dungeons, especially with a few skill-ups. I've successfully taken on several mythical dungeons with him on a team with an avg. lvl. of 95 and not very many plus eggs. If you have either Apollo or LKali to cover red, SQ can be your delay instead of Echidna take your allow you to drop Echidna for a gain of almost 80 in weighted stats. Also, with Valk + either angelion, LMeta or LKali, the healer boost actually becomes meaningful.

    Also, thanks for the effort here. I'll be happy to be active in thread.
     
  19. ChronoM

    ChronoM 「天地創造」

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    RE: [Team Building] Incarnation of Kirin, Sakuya V2 -WIP-

    Thanks, I worked your suggestions and feedback into the list. I also decided to exclude a few more cards because in theory they are not so bad in Kirin-teams but they are used by nobody because there are simply better (farmable) choices around.
    Are there more opinions about DKali?
     

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