Overpowered Orchid, Xiang Mei

Discussion in 'Team Guides' started by EoTN, Mar 30, 2016.

  1. EoTN

    EoTN I&I dual waifus

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    [​IMG]



    Introduction
    -Who is Orchid?
    -Why play Orchid?

    Subs
    -On Color
    -Farmable

    Teams
    -Skill Inheritance
    Victories

    Quick Start:
    Important information will be highlighted for easier skimming.

    The names Xiang Mei and Orchid will be used interchangeably in this guide.

    Use the table of contents for easier navigation. (WIP}


    Who is Orchid?

    Background:
    Orchid is a PAD OC, representing the Chinese idea of Virtue, and the "gentlemanly" act of playing a stringed instrument.

    Taupe1030 on PADx explains it this way: "Gentlemen is a rough translation of Jun Zi, which basically means a virtuous person. However, since a Jun Zi has to be educated to be recognized, and little to no education was offered to women in ancient China, Jun Zi became almost exclusive to the male sex, thus 'gentlemen'."

    One aspect of higher education in ancient China was the ability to play a stringed instrument, which we can see depicted clearly in her art. Other aspects of ancient Chinese education include Caligraphy, painting, and victory in strategic games, aspects we may see reflected in the other cards in the series.


    Art, Stats, and Evo Mats:

    AS: Randomly spawn 6 heart orbs from non-fire orbs. Haste 1.
    LS: 1.5x HP and 2x ATK to Healer type cards. 3x ATK for 2 Heal combo, 4.5x ATK for 3 Heal combo.




    Playstyle:
    Orchid boasts a 2.25x HP multiplier for healers, and also 9x base damage. Two heart combos bumps that all the way up to 144x.

    Since the first draft of this guide (which premiered before Orchid was even released in JP...) Orchid has FINALLY come to JP, been OP, come to NA, been OP, then quickly replaced by Myr and Kaede, and now, gets a new Uvo.


    What's new? More damage, easier activation, more RCV. Orchid's "50K HP when hyperemaxed" is no longer as impressive as it once was, so it must be suplimented through inheritance, latents, and badge choice. Shields are now more viable.

    Orchid's RCV got a MAJOR boost to the tune of an additional 460 rcv per orchid, which is nearly a 50% increase. Healing is easier because of this, though it was never too big of an issue to begin with despite the team's lack of an rcv mult.

    Pros and Cons of Orchid
    Pros :)
    -2.25x HP multiplier means teams hover around 50K HP hypermax.
    -HUGE multiplier for a tank team, 81x is CRAZY for a tank team.
    -It's a frickin ROW team. 81x, with ROWS. GG
    -Typical team will have 6 heart producing actives, so that's fun.
    Cons :( (And Work-Arounds)
    -Binds can be nasty as your leaders aren't bind immune. (Gadius however, is, and comes with a heart-producing AS, as well as a bind clear awakening.)
    -No RCV multiplier. (Similar to A.Astaroth, mitigated by high RCV subs and using 2 Uriels for 4K autoheal.)
    -Orchid has no sub-attribute, making it harder to ping down high DEF enemies such as predras. (Use true damage as an inherited skill? No real work around for now...)
     
    Last edited: Oct 30, 2017
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  2. EoTN

    EoTN I&I dual waifus

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    :earth::awakening22::heart:Subs:
    Let me be clear: Orchid is an MP card. It is NOT RECOMMENDED that you buy her if you do not have a reasonable team already in your box. Purchasing Orchid without a proper team in place is not a good idea, as she is only a good sub for herself. Now on to the subs:

    REM Subs:
    SS Tier
    Reserved for the best of the best, These cards are so good, that if you have them, they SHOULD be on the team.


    AS: Change all orbs to :fire:,:light:,:dark:, and :heart:.
    CD: 16 turns (10 turns at lv. 7)
    Awakenings: :awakening13::awakening6::awakening15::awakening10::awakening13::awakening27::awakening27:[Devil Killer]

    Gadius is a fantastic sub, though he's quite jealous that Orchid came along and stole the thunder so soon after his recent LS buff. Sporting bind immunity as well as a bind clear, and a full board change AS that produces hearts, it's no wonder that Gadius is so awesome!

    More importantly, his AS pairs well with Uriel for a half hearts, half fire board, which is the best way for an Orchid team to burst. (Generally, a 2/3 board is preferred, but in the case of orchid, you end up with less than 9 hearts more frequently than is desirable, so 1/2 and 1/2 is the better choice.)


    AS: :light:->:fire:, :dark:->:heart:, Enhance Hearts.
    CD: 13 Turns (8 Turns at lv. 6)
    Awakenings: :awakening28::awakening16::awakening13::awakening12::awakening13::awakening13::awakening12::awakening12::awakening12:

    Uriel is pretty much mandatory. With those rows, and that active, plus his autoheals actually being USEFUL for a change, he's imperative to Orchid teams. Especially because he combos with Gadius for a 1/2 and 1/2 fire and hearts board.

    A Note: It is HIGHLY recommended that you have at least 1 Gadius and 1 Uriel before purchasing Orchid. They are featured in practically every team you seen, and for good reason. Their board combo is the best means of guaranteeing a massive burst, and an Orchid team without both of them will never reach its full potential.


    AS: Spawn 6 :heart: from non-:fire: orbs. Haste 1.
    CD: 12 Turns (7 Turns at lv. 6)
    Awakenings: :awakening16::awakening16::awakening10::awakening28::awakening13::awakening18:(Attacker Killer)
    Duplicate and triplicate orchids can be used to great effect due to all the haste flying around. Three Orchids can be chained with your friend Orchid to create a system that gives you 6 hearts every turn, however at this juncture, the general consensus is that a 2 Orchid team is the best for Arena 3 and other endgame content. Buying multiple Orchids is not recommended until you read the teams composition section, and understand the ins and outs of her playstyle.

    S Tier
    Subs that are not mandatory, but still have a positive impact on the team.


    AS: Change all orbs to :fire:,:light:, and :heart:.
    CD: 14 Turns (10 Turns at lv 5) (9 Turns at lv 6 in the JP version)
    Awakenings: :awakening13::awakening4::awakening28::awakening16:

    Kiriko is great for her secondary board change. Gadius should be your main burst change, but you can only have one of him without sacrificing a :awakening28:, cue Kiriko. You can pair her with Uriel to get a 2/3 fire, 1/3 heart board, she can be used on her own, or with an Orchid AS to fix the board if there aren't enough hearts.

    A Tier:
    Cards that are good on a team, though not quite ideal go here. A general requirement is having at least a :awakening28: so as not to weigh the team down.

    [monster=2574,50][/monster]
    AS: Change :earth: and :dark: to :heart:, Haste 1.
    CD: 13 Turns (8 Turns at lv 6)
    Awakenings: [Enhanced Heart]:awakening12::awakening6::awakening13::awakening28::awakening12:[Machine Killer]

    NY Mitsuki is actually a decent sub. She has a :awakening28:, which is key. Mech Killer is situationally very useful, and her active can be very potent if used correctly. In fact, NY Mitsuki is probably the best replacement for a second Orchid in the hybrid team, or a third Orchid if you're looking to run the system. (Though with NY Mituki, there IS one turn of downtime)

    Running 2 NY Mitsukis is NOT recommended.


    AS: 30% Damage Reduction for 4 turns.
    CD: 11 Turns (6 Turns at lv. 6)
    Awakenings: :awakening13::awakening4::awakening4::awakening28::awakening16:[Multiboost]

    Who knew that this guy was healer, amirite? But yeah, he's an awesome sub! With so many hastes flying around, it's reasonable to be able to keep him up almost permanently. On top of that, he has a multiboost, making him that much better if you plan on playing Co-Op.

    The only problem is that tank teams don't generally need shields, and you would almost always prefer an orb changer. However if you need one extra slot filled, it's hard to go wrong with a near permanent shield!


    AS: Change :block: and :water: to :fire:.
    CD: 11 Turns. (6 Turns at lv. 6)
    Awakenings: :awakening24::awakening24::awakening24::awakening24::awakening16::awakening12::awakening28::awakening6::awakening13:

    The undisputed best silver in FoTNS, Mamiya is a heck of a sub here... on one condition...

    You must have an Urd as a secondary skill somewhere for it to be worth running her over another card, otherwise she is better left on the bench.

    If you are missing a slot, she can still work just fine! But an S or an A tier card is always a better choice than a Mamiya otherwise.


    AS: Change :water: to :heart:. Bind recovery 3 turns.
    CD: 11 Turns. (6 Turns at lv. 6)
    Awakenings: :awakening15::awakening28::awakening13::awakening27::awakening16::awakening27::)awakening13::awakening13: in JP)

    RRH is not a bad card for the team, however in general Gadius can take care of things by himself, so we don't really need a dedicated bind clear. However, when you have a team bind that you HAVE to eat, and Gadius can't un-bind you fast enough, send in Agent Hood.

    Really though, she's an OK card by herself, but if you need to survive a bind, then by all means throw her in.


    AS: Bind recovery for 2 turns. Deal 99 damage to 1 enemy. Ignore enemy element and defense.
    CD: 9 Turns ( 4 Turns at Lv.6 )
    Awakenings: :awakening15::awakening27::awakening27::awakening28::awakening16::awakening13:

    FANTASTIC for a silver egg. I've seen Arena 2 vids where she is used to great effect against multiple enemies. Bind clear AND true damage, on a 4 turn timer... that's a lot of utility in one slot, and a good SI base to boot!

    However, as usual, you'd rather have more orb changers, and having to wait an extra 4 turns while also losing out on extra rows and other awakenings means that SI is not the most optimal option either. So, she is limited to niche usage as a predra/tamadra killer and bind heal in Arena... but even ALL that may not quite be enough to warrant running her over another Uriel.

    B Tier:
    Reserved for cards that can fill a hole in your team, but should NOT be considered if you have better options.


    AS: Change bottom row into :fire:.
    CD: 9 Turns. (5 Turns at lv. 5)
    Awakenings: :awakening4::awakening13::awakening28:( :awakening16: in JP)

    Primarily used for her :awakening28:, should not be used for her AS. It's too random which orbs you overwrite, and too much effort to try to control. That, coupled with the need to utilize as many hearts as possible, means that if a heart is in the bottom row, her AS can be detrimental. All in all, filler. Bad to use.


    AS: Change :heart: to :fire:.
    CD: 11 Turns. (5 Turns at lv. 7)
    Awakenings: :awakening4::awakening13::heart:+:awakening16::awakening4::awakening13:

    Her AS is BAD for the team. She has no :awakening28:. All in all, not a good card to use. However, if you give her a better AS to inherit, she can be of SOME use, despite adding an extra 5 turns to the CD. All in all, DO NOT CONSIDER RED VALK AS A SUB WHEN PLANNING TO BUY ORCHID.


    AS: Delay 3 turns to all enemies.
    CD: 15 Turns. (10 Turns at lv. 6)
    Awakenings: :heart:+:heart:+:awakening16::awakening13:
    Christmas Echidna is not a bad card. The problem arises that she's in no way better to run than any other card, in fact she's worse than most other options. The better option is to AS Transfer a delay onto another card instead of running her, but if that isn't possible, then she IS technically a red healer...


    Farmables:
    I'll be blunt. If you're considering using ANY of these, rethink your decision to purchase Orchid. Orchid is NOT a good choice if you're considering a NoREM challenge either, due to the POOR quality of farmable subs available.

    A Tier:

    These cards are not good, but can be useful in a VERY niche use. Literally ANY red healer from the REM will likely out-shine these, but they can almost be decent if you squint.


    AS: Change :earth: and :light: to :heart:.
    CD: 12 Turns ( 7 Turns at Lv.6 )
    Awakenings: :awakening15::awakening28:


    Probably the best farmable sub for Orchid teams. She has a synergistic AS, but more importantly, is the ONLY farmable red healer in NA that comes with an SBR. Stats are bad, but being able to 100% SBR with a farmable card is a HUGE positive. And let's not understate that Mitsuki's AS is very potent as well. All in all, TOP tier farmable for Orchid.

    Good fucking luck though, as her dungeon hasn't been around since August 2015.


    AS: Delay 3 turns to all enemies.
    CD: 15 Turns (10 Turns at LV. 6)
    Awakenings: :awakening22::awakening5::awakening18:

    It's Echidna! Yep, the OG farmable red healer. She's... not aged well. Gone are the days that EVERYONE had to farm up an Echidna or get left in the dust, gone are the days she's worth 297ing.

    She's got her famous 3 turn delay, and little else. Stats and awakenings are poor, if you must use an Echidna, you'd much rather use a seasonal REM version, where the awakenings are closer to good.

    Still, if you NEED a delay, and don't have ANY REM ones, she's just a few dungeon runs away...



    AS: Change :earth: and :dark: to :heart:, Haste 1.
    CD: 13 Turns ( 8 Turns at Lv.6 )
    Awakenings: :awakening12::awakening12:

    It's NY Mitsuki's AS, but on a farmable. Somehow, she's even worse to use than NY Mitsuki. :p

    Jokes aside, that's a powerful AS for a farmable, and with the ability to (VERY poorly) replace an Orchid, there's actually some potential here?


    B Tier:
    Brutal honesty here: These cards are only here in the name of completeness. Please don't use them. If you're THIS desperate for a sub, farm a card in the A tier section instead.


    AS: Change :earth: to :fire:, and :dark: to :heart:.
    CD: 13 Turns ( 8 Turns at Lv.6 )
    Awakenings: None.

    Parrot is the skillup for Yamato, and she just so happens to be a healer! That's where the good news ends. Her stats are poor, her awakenings are non-existent, and all in all, you'd probably be better running Yamato than his skillup, since at least you get good stats and awakenings.



    AS: Inflict Fire damage equal to ATK x20 to all enemies. Affected by enemy element and defense. Fire attribute ATK x1.5 for 2 turns.
    CD: 29 Turns ( 7 Turns at Lv.23 )
    Awakenings: :awakening13::awakening16::awakening13:

    Well, who knew he was a healer?

    Decent stats for a farmable, reasonable awakenings, but such a useless AS, with SUCH a long CD... And let's be honest, you never skilled him up. :p



    AS: Randomly spawn 4 :heart: orbs from non Heart orbs. All attribute cards RCV x2 for 1 turn
    CD: 17 Turns ( 7 Turns at Lv.11 )
    Awakenings: :awakening15::awakening12:

    With stats that are less bad than most others on this list, and a pseudo-Orchid AS, she's a decent farmable option. Awakenings are meh, and the stats are still fairly poor, but hey, we're scraping the bottom of the barrel here, take what you can get :p


    AS: Recover 25% of max HP. Enhance Wood & Fire orbs. +6% per orb, up to +180% for full board.
    CD: 18 Turns ( 8 Turns at Lv.11 )
    Awakenings: :awakening13::awakening1::awakening4:


    Great HP for a farmable healer, but her AS is largely redundant since you deal so much damage already, and 2/3 of her awakenings are useless...


    AS: 35% damage reduction for 2 turns. Inflict Fire damage equal to ATK x10 to all enemies. Affected by enemy element and defense
    CD: 17 Turns ( 7 Turns at Lv.11 )
    Awakenings: :awakening12::awakening16:

    Stats are decent, AS is situational but good, and she has a SB! Pretty OK for a farmable. Plus, her dungeon is always available, so that's kinda a bonus.

     
    Last edited: Aug 18, 2016
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  3. EoTN

    EoTN I&I dual waifus

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    WIP, excuse the blandness:

    The BIG, burning question on most Orchid players' minds is, "How many Orchids do I need?"

    The simple answer is, "At least one."

    Jokes aside, there's a bit of debate between whether two Orchids or three is better, however, an Orchid team with just the one Orchid leading is still an incredibly strong team. However, the more hastes of the two, and three Orchid teams make for VASTLY different playstyles, and as such I will be discussing teams for one, two, and three Orchid teams.

    One Orchid Teams:
    Orchid/Uriel/Uriel/Uriel/Gadius

    Orchid/Uriel/Uriel/Gadius/Kiriko


    AKA the Classic. An all around good team, utilizing the best cards that red healers have to offer, barring multiple Orchids. :p Really though, this team has already been seen clearing Arena 2, so it has power behind it.


    Orchid/Uriel/Uriel/Gadius/Valen

    Two Orchid Teams:
    Orchid/Orchid/Uriel/Uriel/Gadius

    AKA the Hybrid. This team sacrifices some of the consistency of the system team for the ability to set up multiple consecutive bursts using inherited skills. While the system team is generally more consistent for more content, this team is MUCH better in Arena 3 where you need to burst many, MANY times.*

    (*According to a Chinese Orchid player. We don't even have Arena 3, so it's hard to test that first hand...)

    Orchid/Orchid/Uriel/Gadius/Valen

    Three Orchid Team:
    Orchid/Orchid/Orchid/Uriel/Gadius


    AKA the System. This team is crazy powerful, having already been seen soloing Mecha Hera and Zeus. (Check the Victories section) Obviously, it is crazy expensive to build, on par with the RaDra team that features RagDra and NepDra as subs. However this team plays fast and hard, using an Orchid every turn, and cutting CD time in half on Gadius and Uriel with all the haste flying around. The team plays like Cloud, where you pop an active every turn, only you don't get guaranteed damage, you get guaranteed healing, plus damage from any red orbs you stored or fell in from the sky. Storing orbs, stalling, and activating every turn are the perks of this team.

    Orchid/Orchid/NY Mitsuki/Uriel/Gadius

    OR

    Orchid/NY Mitsuki/NY Mitsuki/Uriel/Gadius

    AKA the Budget System teams, or Pseudo System teams. They both have some problems compared to the actual system team. First, they do NOT form a perfect system. It's 4 turns on, 1 turn off, and you must always start the system with Mitsuki. Second, NY Mitsuki gives up stats and awakenings compared to Orchid. The double Mitsuki team doesn't have enough Skill Boosts to have any actives up turn 1. So THAT'S a problem. All things considered, the double Orchid build is a somewhat reasonable replacement for the full system, but the double Mitsuki build is doomed from the beginning. (I DO NOT recommend buying Orchid if your best team is the double Mitsuki build. It's fine if you have other subs and want to play around with a pseudo-system team, but again, not recommended.)

    Some Thoughts on Skill Transfers:

    Utility:
    A.Ra

    Orochi/Zeta Hydra
    AOrochi
    Damage Enhance:
    Arcline

    SunQuan
    AFreyr
    Carat
    Board Changers:
    Saria
    Kiriko
    Urd/Sanada

    My Thoughts on Latents:
    TLDR: Gadius gets 2 SDR, one light resist, one blue resist, and one dark resist. Everyone else gets 2 SDR, and 3 TE. If you prefer, instead of TE, you can use RCV. Read on for more information.

    SDR Latents:
    Short for Skill Delay Resist latents, SDRs protect against skill cooldown increase effects in dungeons. (You know, the anti-haste mechanic?) These effects are becoming increasingly commonplace, and more annoying than ever before. In endgame dungeons like MZeus and MHera, the inability to use a skill can very easily kill you. I

    Who gets them?
    It is my personal preference to have 2 on each card, and some Japanese players have been seen with 3+ on their leads.(Though that's not necessarily recommended.)

    Rainbow latents:
    Orchid has enough HP that worrying about any single hit in endgame is beneath her. As such, focusing on any one color is not necessary.

    However, 100% gravities are a thing, and you want to defend against them. There are 2 main colors that have a 100% gravity, dark and blue. That said, Sonia Gran has a 100% gravity as well, and her main attribute is light, so I personally use one light resist as well because it's one less thing to worry about.

    Who gets them?
    Gadius. Why's that? He's unbindable. PFQHera will use an attack that can bind random cards, followed by a 100% gravity, and if the card with your 1 blue resist gets bound, GG.

    Stat Latents: HP is not recommended since each card has such low base HP. ATK is kinda not worth it either, since the team does SO MUCH damage already. RCV is where it gets interesting though.

    RCV latents seem like a good idea, since the team does not have any RCV multipliers, and is made up entirely of healers. That is until you realize that for once in their career, Gung Ho had a stroke of brilliance: Giving a heart match leader an HP boost instead of a RCV boost.

    You see, matching two sets of hearts effectively doubles your base RCV, and three sets triples it. Well, your base RCV will be around 3500, or more depending on your team. Each Orchid gives you 1K by herself, so for a system, you have 5.2K RCV in JUST the 4 Orchids. Now, it scales back a bit depending on the team, but 3500, 3 times because of 3 heart matches, means you're looking at an effective RCV of 11,500 when you match 3 sets of hearts.

    Because of this, I personally feel that the team heals more than enough, and I regularly heal 50K+ with 3 heart matches and 6 combos. As such I don't recommend using RCV latents, but if that's more appealing to you than Time Extends, then by all means...

    Who gets them?
    Everyone except Gadius.

    Time Extend Awakenings:
    Ah, the age-old disapoinment. Everyone remembers how hyped these were, and how underwhelming they ended up. Well, Orchid teams can actually find a use for them! Huzzah!

    Orchid teams have an embarrassingly low number of Time Extend awakenings. In fact, most Orchid teams have NONE. And it's not like row teams are easy to play, especially when dealing with matching three sets of hearts to boot! I'm sure you all noticed the lack of TEs when you started, I was dropping combos left and right when I took my newly-hypered team for a test drive in Extreme Endless Corridors. (Still cleared it first try though lol) So, taking team with zero TEs, and adding 15 TE latents to it is preeeeety significant. If you have 3 on each card, including your friend but excluding your Gadius, then you end up with .75 seconds of extra movement. Which again, is laughable compared to most other teams. However, I already explained why every other latent is superfluous, so why not make it a little bit easier on yourself, eh? :D

    Who gets them?
    Everybody gets 3, except for Gadius, who's on rainbow duty.

    Thoughts on RCV vs TEs:
    TBH, either is fine. Orchid doesn't really NEED any of them, they are just to make it a little bit easier on you, either healing or moving orbs for longer, so pick whichever you'd prefer! In fact, you can mix and match, though obviously it makes the TEs significantly weaker the less you have. If you DO go halvsies, be SURE that Orchids get RCV latents. Don't let the highest base RCV stat in the game go to waste, OK? ;)
     
    Last edited: Aug 3, 2016
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  4. EoTN

    EoTN I&I dual waifus

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  5. EoTN

    EoTN I&I dual waifus

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    Victories:

    Mecha Hera Solo Clear:


    It's been less than 24 hours man, I'm impressed!
    Mecha Zeus Solo Clear:


    Well then. That was fast.
     
    Last edited: Apr 1, 2016
  6. EoTN

    EoTN I&I dual waifus

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    Extra post, just in case!
     
  7. EoTN

    EoTN I&I dual waifus

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    One more for the hell of it!
     
  8. LightFangX

    LightFangX ♡ Choco Parvati ♡

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    I'll probably be one of the people contributing to this guide when I get enough MP to purchase her xD I already have Gadius and Uriel, just need to get another Uriel and/or Valen, then think about some skill inheritance stuff here and there :p

    I can't wait to see this guide blossom :3
     
  9. Carlos R. Marti-Figueroa

    Carlos R. Marti-Figueroa Well-Known Member

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  10. EoTN

    EoTN I&I dual waifus

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    Sounds great! She's going to be great, I'm sure of it! You can probably get away with one off type card, but two would be a reasonable hit to your HP, and being of-type means non-healer, so your rcv as well. Not to mention dealing 1/4 damage... Best luck rolling Uriel! Having two seems to be ideal, much like how A.Astaroth uses two Michaels to supplement her RCV with their 4K in auto-heals.

    As for buying Orchid, well, she's by far my favorite of the MP cards so far. I have Shivagon and Nepdra, but I've cut my IAP drastically over the past 6 months, so the 500K MP I have now is likely to be my last big chunk for a loooooong time. There's been a few cards that have tempted me, good thing I haven't... botany. :3
     
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  11. Chitostyle

    Chitostyle Active Member

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    I haven't been excited for a card this much since Eschmali, who I'll never get. The fact she is an MP card is fantastic!

    Just hope she arrives sooner than 2 months from now..

    I'll be running Orchid / Gadius / Uriel / Uriel / Kiriko / Orchid as my base team.
     
  12. notkyle7

    notkyle7 The cats- they are being looked at yes

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    She is a really cool leader, but sadly the only red healers i have are mamiya, laila and echinda..
     
  13. blackchaos26

    blackchaos26 Past Compulsive Roller, Seeking to Adopt A Bastet.

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    So as someone who has three copy's of Gadius and Uriel as well as the perfect subs for an Arena 1 Ra dragon team which do you guys feel would be the better Investment? I was all ready to pull the trigger for RAdra but now I'm really considering waiting around for Orchid.
     
  14. Chitostyle

    Chitostyle Active Member

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    Xiang-Mei vids are starting to pop up on youtube.

    https://www.youtube.com/results?sp=CAI%3D&q=シャンメイ

    Only watched a couple, here are a couple things I noted:
    - As expected, damage is awesome.
    - I saw one where they used Saria as the flex. If she had an SBR, I would strongly consider her over Kiriko for the extra time extend and stats even tho her attributes are flipped.
    - Popping Gadius/Uriel can give you some tricky boards to make 3 sets of hearts and a row. I'm used to tricolor+quickchange for 2/3 boards, but in this case, looks like sometimes you'll be shifting your matching focus from red-primary to heart-primary based on the board distribution.
    - forgot about skill bind resist latents. With haste, Orchid is a good candidate for them. Or you can just utilize active skill inheritance for situational skill bind resistance.
    - Want.

    Edit: Haven't had time to watch this one, but here's an Arena 2 clear.


    This video shows the team I plan on playing. Last boss burst was 9mill per card. Hawt!
     
    Last edited: Mar 31, 2016
  15. blackchaos26

    blackchaos26 Past Compulsive Roller, Seeking to Adopt A Bastet.

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    Well Crap. after watching those I'm leaning toward waiting for Orchid.
     
  16. Chitostyle

    Chitostyle Active Member

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    I'm super hyped about Orchid, but my expectation is that RaDragon will still reign supreme as the best lead for end game content. I could be wrong, this is just my opinion. I think it comes down to your playstyle preference.

    I was ready to buy Radragon tomorrow too, since I have 2 DKali's, Indra, Isis, Orochi, Kanna, etc for his perfect team, but I am going to buy Orchid instead because I prefer her playstyle over a rainbow lead. Not because I expect her to be a better lead than Radragon per se (tho she probably is in certain circumstances). The heart meta leads are super fun :)
     
  17. Carlos R. Marti-Figueroa

    Carlos R. Marti-Figueroa Well-Known Member

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    Pretty much the reason I like her. My main leader is Parvati and I love her playstyle. So I'm really looking forward to making a red healer version of this style.
     
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  18. EoTN

    EoTN I&I dual waifus

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    Add to thal list how well she heals. Three heart matches and 3 more combos heals 50K, and you can guarantee 6 hearts anywhere, so healing isn't as big an issue as first thought. So that's nice!
     
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  19. EoTN

    EoTN I&I dual waifus

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    Well, I have a theory, and it's somewhat grim: RaDra users have EVERYTHING down to a science. Furthermore, everything is hypermax, pentamax, and has optimal AS transfers. As such, they will continue to run them for things that count rather than build up new teams.

    This is a bit of an interesting problem, since in general, the first and most prolific video clears of new dungeons will be made by RaDra, which will encourage more people to purchase RaDra, and the cycle continues. In my opinion, Orchis checks all the right boxes, high HP, huge damage, damage control, etc, but since RaDra is so prominently touted as the most OP card in the game, people will flock to him until GH releases a card that is literally RaDra but better.

    Is Orchid better than RaDra? Honestly? Probably not. Being limited to red healers instead of just gods is a HUGE limitation that I don't think can be overcome. But that said, I would personally put Orchid as the second most powerful MP card. She blows Nepdra out of the water in terms of multiplier, and has about 20K more HP than he does, and even without a rcv multiplier can heal it back with relative ease. Better active as well. Yomidra is a bit out-dated unfortunately. She's still great, just... she can't play with the big boys in the endgame any more, too little damage, not enough tankiness. We can all agree that she's hands down better than Shivagon and Odindra. That leaves RagDra. Funnily enough, she has more viable subs than he does, so until he gets better subs, not much of a competition IMO.
     
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  20. DJKC

    DJKC ♪走りばなしのノンストップライフ♪

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    If you buy three, her system team is strong. Same team, same player also soloed machine Hera.

    For pure farming, 4x orchid, 2x Scarlet seems like it would be strong. Each turn as long as there are 2 fire orbs on the board, you can Scarlet, Orchid, Orchid and make a row for 5+ million damage. 3 presses per floor, but otherwise seems good for farming most stuff.

    I really wish I had an Uriel or two. Here's hoping the next godfest is red carnival, archangels 1 :) That would probably motivate me to buy 3 Orchids.
     

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