There are definitely some gimmicks to digest in this one.

If you were waiting to see which of the two new gachas had better value – it’s not this one. Go try to snag Leanan Sidhe from part 1 while you still can, or hold off for the next event.

Here’s the tl;dr:

New Units A ranged blow unit Can stack Acceleration to power out a CS to… move really well horizontally? Unreliable nuke to wipe the entire enemy team Versatile support that toggles between protective and disruptive modes Defensive support that will punish enemies for daring to have buffs No new AR cards at all for this event!

Don’t be fooled by his apparent attack range – thanks to his default skill, Teda is basically a blow-range unit with the upside that he can hit an opponent further back.

Unfortunately, a lot of his skill kit is spent getting up to the level of a blow unit. Since shot-range has an attack multiplier of 0.45x, the Ardour from his default will bring his damage up to about 1x (normal blow-range damage), effectively making Brawn his only buff.

His 4★ is basically the same: ATK Up balances out his snipe-range attack multiplier, again leaving Brawn to increase his damage above 1x.

His LB3 spices things up a little bit – copying all buffs from allies in a slash range behind him can get pretty dumb with the right setup, and healing these allies (for free!) is a nice little bonus. Concentrating buffs like this will definitely help Teda focus down high-priority targets, though it will take a fair amount of legwork to pull off.

Thanks to his LB1, his CS loses a chunk of its value, since 1) an all-range CS is best triggered on the first turn of the phase, and 2) his buff-copying ability is tied to phase start. It’s not going to be impossible to get around this through equipment and AR, but I’m not sure that it’s worth it if you have other options.

If you wanted a unit that could move three squares horizontally, then here you go.

If you wanted a unit that could do something useful on your team, go elsewhere.

Nezha will serve as a passable hit-and-run unit, thanks to her LB1 and very-accessible CS, but this is a niche that you’ll want on your team approximately never, particularly when she wants to be moved every turn.

Maybe I’m missing something here (or maybe I have an incorrect version of her skills) – if I am, I’ll come back and update. Until then, don’t waste your resources.

Gimmicky blow-range unit #3.

Again, don’t waste your time.

(The extra 6x damage on his CS from Countdown is actually pretty strong, but you’re going to have a rough time getting it to go off when you need it to, unless you have a source of a lot of buffs – in which case, you’re probably not going to need the extra multiplier. Bring him for Stigma and Paralysis, if you are desperate for support effects.)

Finally, a unit worth writing about (and our first none-range 5★).

Daikoku is pretty straightforward – he can either provide passive support to allies in a slash range, or he can switch to snipe-range to inflict Curse (and Skill Lock, in the case of his 5★) to enemies.

Most of the time, you’re going to want him in his none-range form – Protection, heal and CP gain is great to have. I’d try to time his snipe-range form to run out by the second turn of the next phase (so you can apply Curse on the first turn, then switch back to healing).

His 5★ will also steal enemy buffs fairly often, though you’re going to value the Remove Buff component more often (it’s pretty rare for enemies to have more than 1 or two buffs, particularly with Skill Lock in play).

Obstruct/Drain are ok bonuses for his snipe-range form, but don’t change out of his none-range form for them.

Oppression at a global range is solid if it goes off, allowing you to deal with the enemy team at your leisure.

Charm (and Guts, for his 5★) is excellent on his CS, though you’re not going to be triggering it very often.

Though he does give himself Protection, I’d recommend running another support with him, as he has no source of self-healing outside of his CS, and he has no defensive abilities when in his snipe-range form.

There are two ways to run Bael – most of the time, he’s going to function as a pretty good mixed support, with Weakness, Dazzle, and Power Inversion (and Curse on his 5★) at good rates to enemies as well as ATK Up (and Def Up from his 5★) to allies.

The other way to run him is when the enemy is relying on offensive buffs (or if you’ve got a unit that can buff enemies), at which point he’ll take up more of a damage-dealing role. Thanks to Power Inversion, he should be able to do this off only a few buffs.

Though perhaps not as easy to build for as Beach Volos, I can definitely see some shenanigans going down here (particularly for challenge quests!).

And here I thought we’d moved past the variability of standard units. I’d recommend giving this one a miss, unless you’re chasing something in particular – the two 5★ are great (and their 3★ variants are decent), but the rest of the gacha is just woeful.