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Member Back to Top Post by Ranix Aurus on Guide to Elemental Deck.



Disclaimer: I do not claim this as THE best way to make your deck. Feel free to disagree and give complains / suggestions. The more opinions in discussion, the more knowledge we can amass.



What is Elemental Deck and Why Should I Care?

When Remix Guna was first released, we all know that there will be similar units for each respective elements. Water had finally gotten their platinum booster, so now all elements can build their respective elemental deck.



To elaborate: for each of the four elements, there are one platinum unit which provides bonus attack, HP, and skill chance for any same element unit in deck. The units are as follows.



Earth: Guna (Remix)

Fire: Meru

Null: Ruprecht

Water: Jiang Ziya

These units are called booster. They all have same unique skills, which is to add 20% attack, 20% hp, and 5% skill chance increase to unit with same element type as them in deck and assist. So for example, if you put Remix Guna in your deck then all earth units will get the bonus effects. This effect is stackable, so putting Remix Guna both in your deck and as flurry assist will give total of 40% attack, 40% hp, and 10% skill chance increase. As you can see, this is big. This effect is fully stackable with passives and other unique skills as well.



As you can see just from the number, having these booster units are important, if not imperative in order to have a competitive deck. But rather than having all booster units, it is more economical to focus in one or two elements, buy their respective boosters, and get more plats of the same element to further enhance their potential (unless you're whale, if you are then you can just get everything).



This can help new players in deciding which plat they want to buy next. If you had decided to go for Earth deck, for example, then you can focus in buying Remix Guna first, followed by its core unit, and then fill the rest of your deck with Earth normal units or additional plat options. This way, you can plan your purchase in advance rather than buying blindly.



Note that this essay only deals with building strong elemental quest deck. Defense deck is an entirely different matter. But I believe that before you can build your defense deck, it is mandatory to finish building your quest deck first.



Terms

I had decided some terms for the units in the deck.



Core is the main plat damage dealer in your deck, the one unit which will most likely deal the killing blow. This is the unit you want to enhance the most with your booster effects, so it's usually the best platinum unit for their respective elements. Usually core would be the first purchase in your planned deck due to their versatility for any type of events.

is the main plat damage dealer in your deck, the one unit which will most likely deal the killing blow. This is the unit you want to enhance the most with your booster effects, so it's usually the best platinum unit for their respective elements. Usually core would be the in your planned deck due to their versatility for any type of events. Booster is the plat units explained above. They function to strengthen the core and other units in the deck. Booster is the second purchase for your deck, after you bought/pulled the core. Booster units by themselves are not too strong, although they can do as stopgap solution for a while until you can procure your core.

is the plat units explained above. They function to strengthen the core and other units in the deck. Booster is the for your deck, after you bought/pulled the core. Booster units by themselves are not too strong, although they can do as stopgap solution for a while until you can procure your core. Options are plat units which is not a necessity in the deck. They serves to strengthen your deck, but you can do without them. You don't have to get all or even any the options . Pick the one you want based on your play style and economic situation.

are plat units which is not a necessity in the deck. They serves to strengthen your deck, but you can do without them. . Pick the one you want based on your play style and economic situation. Normal are non-plat units. They mostly serves as passive skill carriers, providing buff / debuff and additional bonus from their abilities. Normal units can also serve as damage dealer since most of them have active skills.

are non-plat units. They mostly serves as passive skill carriers, providing buff / debuff and additional bonus from their abilities. Normal units can also serve as damage dealer since most of them have active skills. Combo Starter are units who start the attack. Since the first attack can never proc active skill, these units tend to be selected due to their passives and/or unique skills and not for their active skill. These units are almost always slice units, although there are exceptions.

Deck Composition

To start building elemental deck means to start making your quest deck the strongest in Ishtaria. That means to have attack power so immense, no amount of defense can stop it. As such, most variation of deck will be between these two compositions.



1S-4F (SFFFF) : 1 slice as combo starter followed by 4 flurries

2S-3F (SFFFS) : 1 slice as combo starter followed by 3 flurries and finished by 1 slice

Slice unit is chosen as combo starter mainly due to the speed of their normal attack. Slice units only hit once, while flurry units hit thrice. The difference is negligible in quest, but is a matter of life and death in UvU. Having a slice in deck also allows the option to do rush attack if the situation calls for it.



The 2S-3F composition use slice as last attacker due to slice tendency to launch units. If enemies have different weight, some will be thrown up high while the others might stay low. If flurry units attack after that happened, some attack will miss. So slice will be used last to prevent that situation.



There is no need to bring pound. There are only a few exceptions where we will need to bring pound, usually for special quests where there is no other way but to use pound-rend on the enemy. But for 99% of the situation, your core + booster combo can destroy any enemies there is, and for that 1% situation the pound from assist is more than enough. The only pound unit worth bringing would be Gilles for Fire elemental deck, albeit it is still a very situational pick.



Passives and You

Platinum unit is not everything. You also need to be aware of what passive you can afford to bring in your deck. Unless you're going a full-plat deck, you will need to choose which passive you want to have either through units in your deck or from your assists. Passives can be grouped to two main camp, offensive and defensive. The following passives will be listed based on their priority to have in a deck.



Offensive:

Attack Up

Cleanse (heal status)

HP Down

Defense Down

Increase Skill Chance

Charge Burst Gauge

Reduce Abilities Turns

Defensive

Heal Over Time

Defense Up

HP Up

Heal

Reduce Skill Chance

You might think that cleanse would be in defensive, but actually, offensive is for any passive which facilitates faster killing. Cleanse allows us to bypass stun and other stalling debuffs, allowing us to kill faster, so it's given high priority in offensive group. Defensive group, on the other hand, is for passives which let us survive even a bit longer.



Offensive would be most preferable when you want to kill quickly, especially in questing and events like UvU and KoF. Defensive is preferable for situations where survivability is required, for example in BotB. In average, offensive passives are more preferred than defensive passive. Mainly because if you kill your enemy faster than they can kill you, you don't need to care about defense...



Finally, you don't need to have all passives, but Attack Up and Cleanse would be high priority in your list so you might do well to start finding units which can provides them.



Final Note

The specific explanation for each elements can be read below. The best course to do, if you are a new player, would be to decide which element you want to focus in. This could be a long-term commitment so make sure you decided well. In the long run you might need to add another element to your list of specialization anyway, but at first you can just focus in a single element.



This guide focus on making an end-game deck, so you don't have to follow all the units right from the start. You can substitute the units with whatever you have at the moment, while using the units mentioned in the guide as point of reference to achieve in the future. With newer units coming out each week, units in this guide might become obsolete or replaced with a better alternatives.



Any question, suggestions, and complains can be discussed by replying this thread or messaging me. Thanks for taking the time to read this (amateur) guide! There is too much plats in this game. Listing them is one thing, choosing them is another. Just because you know all the plats doesn't mean you know which would go best in your deck. With that in mind, and celebrating the (finally) release of water plat booster Jiang Ziya, I present to you the (amateur)When Remix Guna was first released, we all know that there will be similar units for each respective elements. Water had finally gotten their platinum booster, so now all elements can build their respective elemental deck.To elaborate: for each of the four elements, there are one platinum unit which provides bonus attack, HP, and skill chance for any same element unit in deck. The units are as follows.These units are called. They all have same unique skills, which is toto unit with same element type as them in deck and assist. So for example, if you put Remix Guna in your deck then all earth units will get the bonus effects. This effect is stackable, so putting Remix Guna both in your deck and as flurry assist will give total of 40% attack, 40% hp, and 10% skill chance increase. As you can see, this is big. This effect is fully stackable with passives and other unique skills as well.As you can see just from the number, having these booster units are important, if notin order to have a competitive deck. But rather than having all booster units, it is more economical to focus in one or two elements, buy their respective boosters, and get more plats of the same element to further enhance their potential (unless you're whale, if you are then you can just get everything).This can help new players in deciding which plat they want to buy next. If you had decided to go for Earth deck, for example, then you can focus in buying Remix Guna first, followed by its core unit, and then fill the rest of your deck with Earth normal units or additional plat options. This way, you can plan your purchase in advance rather than buying blindly.Note that this essay only deals with building strong elemental quest deck. Defense deck is an entirely different matter. But I believe that before you can build your defense deck, it is mandatory to finish building your quest deck first.I had decided some terms for the units in the deck.To start building elemental deck means to start making your quest deck the strongest in Ishtaria. That means to have attack power so immense, no amount of defense can stop it. As such, most variation of deck will be between these two compositions.Slice unit is chosen as combo starter mainly due to the speed of their normal attack. Slice units only hit once, while flurry units hit thrice. The difference is negligible in quest, but is a matter of life and death in UvU. Having a slice in deck also allows the option to do rush attack if the situation calls for it.The 2S-3F composition use slice as last attacker due to slice tendency to launch units. If enemies have different weight, some will be thrown up high while the others might stay low. If flurry units attack after that happened, some attack will miss. So slice will be used last to prevent that situation.There are only a few exceptions where we will need to bring pound, usually for special quests where there is no other way but to use pound-rend on the enemy. But for 99% of the situation, your core + booster combo can destroy any enemies there is, and for that 1% situation the pound from assist is more than enough. The only pound unit worth bringing would be Gilles for Fire elemental deck, albeit it is still a very situational pick.Platinum unit is not everything. You also need to be aware of what passive you can afford to bring in your deck. Unless you're going a full-plat deck, you will need to choose which passive you want to have either through units in your deck or from your assists. Passives can be grouped to two main camp, offensive and defensive. The following passives will be listed based on their priority to have in a deck.Offensive:DefensiveYou might think that cleanse would be in defensive, but actually,is for any passive which facilitates faster killing. Cleanse allows us to bypass stun and other stalling debuffs, allowing us to kill faster, so it's given high priority in offensive group.group, on the other hand, is for passives which let us survive even a bit longer.Offensive would be most preferable when you want to kill quickly, especially in questing and events like UvU and KoF. Defensive is preferable for situations where survivability is required, for example in BotB. In average, offensive passives are more preferred than defensive passive. Mainly because if you kill your enemy faster than they can kill you, you don't need to care about defense...Finally, you don't need to have all passives, but Attack Up and Cleanse would be high priority in your list so you might do well to start finding units which can provides them.The specific explanation for each elements can be read below. The best course to do, if you are a new player, would be to decide which element you want to focus in. This could be a long-term commitment so make sure you decided well. In the long run you might need to add another element to your list of specialization anyway, but at first you can just focus in a single element.This guide focus on making an end-game deck, so you don't have to follow all the units right from the start. You can substitute the units with whatever you have at the moment, while using the units mentioned in the guide as point of reference to achieve in the future. With newer units coming out each week, units in this guide might become obsolete or replaced with a better alternatives.Any question, suggestions, and complains can be discussed by replying this thread or messaging me. Thanks for taking the time to read this (amateur) guide!

Ranix Aurus

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Booster : Guna (Remix) Core : Ba'al (Swimsuit)

Earth Deck boasts the best offensive power among the elements. This element covers raw power, passive activation, and extra turns bonus.



When should I choose this element?

You want to serve our Queen and Savior destroy everything in one turn

destroy everything in one turn You want to feel the ecstasy of seeing all passive skills proc at once

You want to do 16 attacks in one turn

You want an element deck with stable damage output and support units

How to Use

Ba'al and Guna in your deck should be enough to deal most needed damage. You can fit one or two more plats in the deck or use normal units to fill the spots.



Ba'al applies bonus damage based on her current HP, the higher the HP the more damage she dealt up to 50% at 100% HP. So it is crucial to keep Ba'al's HP high. This won't be a significant problem because you will kill enemies in a single turn most of the time, but in case of damage it would be helpful to bring unit with healing passive like Hraesvelgr or Spring Freyja.



Other than the core and booster, other units would depend on what you want to make. Deck with Salix would require at least an unit with passive (usually in assist), but usually with Salix I don't put any other plat and use 2 normal units in deck. If you want Iseult, you'll want to utilize her double strike to amass burst gauge and burst almost every turn. She's just that fast in charging burst. Rudra can function like Iseult, but you'll deal less damage due to her being slice. Finally, Melusine can be added as your slice combo starter in case you need protection from debuff.



Weakness

Earth deck is weak against fire units. Coincidentally, most difficult defense units are all fire (Fionn, Gilles, Aterui, etc.). This might seem to make earth a disadvantaged element, but in reality the element penalty isn't enough to stop Earth deck from vanquishing everything. Their damage output is simply that good. Just be sure not to burst that Aterui with only one unit and you'll be good.



Options

Salix (Halloween) : Recommended Unit. Salix allows all your passives to proc at once. Bringing Salix is equal to bringing an extra copy of all passives your units have, so she's very powerful. Note that while Salix's damage output is good (she deals more damage than Remix Guna), she is rather useless unless you have at least one unit with passive skills in your deck and/or assist. Iseult : Queen of extra turns. Bring Iseult if you want to charge burst faster. She's especially good in KoF. Melusine : Bring her as your slice combo starter if you're facing lots of debuff. Especially important in KoF if you don't have Pallas Athena. Rudra : Queen-wannabe of extra turns. She's decent, but not as good as Iseult because 1) she's a slice, and 2) her extra turns is chance-based. Ara : She's just not good. Ba'al is more than enough for BotB.



Recommended Normal Units

Flurry Bi An : Supplies both defense down and HP down passives. Marguerite (Remix) : Cleanse unit with HP Down passive. Orihime : Cleanse unit with Attack Up passive Freyja : High-attack Defense Down passive. Has Self Attack Up as bonus. Humpty : HP Down passive with skill chance increase. Slice Idun (Valentine) : Cleanse unit with Attack Up passive. Hraesvelgr : Cleanse unit with Attack Up Passive. 5% lower chance than Idun but provides team heal to keep Ba'al at high health and cleanse ability. Freyja (Spring) : Defense Up and Heal overtime passive. Also stuns enemy. More defense-oriented. Alice : Cleanse unit with HP Down. Only 30% proc rate compared to other units, but acceptable with Salix.







Booster : Meru (Christmas) Core : Metatron

Fire Deck is the most stable deck at the moment, with their elemental advantages against earth defense unit while not getting hindered by other fire defense unit. Since earth and fire have the strongest defense unit right now, this made fire deck the most capable of delivering sure victory.



When should I choose this element?

You want a balanced deck for any type of events.

You don't like debuff.

You like to kill enemies before the turn even started.

How to Use

Metatron will be your main damage dealer, with Meru providing the booster unique. Metatron's unique increase her attack damage by 5% and skill chance by 1% for each fire unit in your deck and assist, so at most you will get an increase of 35% damage and 7% skill chance. In actuality this number will be lower because your assist might change based on the situation. Realistically you can expect 25% increase of damage and 5% skill chance (4 fire units and 1 Meru assist).



You will most likely use Meru as combo starter, while letting Metatron and the other 3 flurry units act as damage dealer (1S4F). If you add Pallas Athena, you can switch Meru as final unit while letting Pallas Athena become the combo starter (2S3F). You can also put Upier in your deck since her unique can substitute HP Down passive. Other than that, just make sure you have enough passive skills to support your deck. This element doesn't require many normal units because their plats can fit the role one way or another.



Weakness

Fire deck doesn't deal as much damage as Earth or Null, however that evens out because they don't get element penalty when fighting other fire units. Other than that, fire had been focusing on defense unit lately so you won't have as much choice for other platinum unit options compared to Earth.



Options

Pallas Athena : Provides debuff protection. Has 10% higher chance than Melusine. Fire deck is safer when fighting because they could naturally bring Pallas Athena into the deck as either combo starter or damage dealer, while in Earth deck Melusine had to fight for place against other earth plat or even normal unit. Do remember that she's a slice. She deals less damage than flurry units. Upier : Bring her if you need another damage dealer. Her unique can substitute as HP down passive since it deals damage before the turn start. Diarmuid : She's strictly for BotB, a good unit to charge burst and deal ridiculous damage from over hitting. But she's only a single-target unit. Azrael : Provides support for other units with critical. But she's also a single-target unit, and her critical debuff only applies for one unit per turn. Gilles : Gilles is mentioned because her skill applies Attack Down and Defense Down to enemies. Certainly she's not to be relied on when trying to clear quickly, but she has some place when you're making a more tanky deck.



Recommended Normal Units

Flurry Kasha (Christmas) : Cleanse unit with Attack Up passive. Naotora : Cleanse unit with Defense Down passive. Ada (Christmas) : HP Down passive with team skill chance increase. Midack (Remix) : Attack Up passive with Heal over Time. Slice Enenra : Quad-Passive unit packing Attack Down, Defense Down, HP Down, and Poison. Note that she has no active skill so she has to be your combo starter. Scathach (Festival) : Team Defense Up, Burst Charge, and Reduce Turn. This unit is better suited for BotB or survival-type KoF deck.







Booster : Ruprecht Core : Guna (Valentine)

Null Deck's main strength is its freedom from element restriction. It deals full damage to any element without any penalty (although not having any bonuses as well). This made Null deck appropriate for any situation.



When should I choose this element? You don't want to be bothered with element thingamajig.

You want to see your units procing active skills all the time.

You don't want to see your enemy proc any skill. At all.

You like your units to stay at full HP all the time.

How to Use

Null doesn't rely on normal unit, similar to Fire, but their plats are more offensive in nature. It could be good to add at least one normal unit in the deck since most likely your assist will be filled with plats, but a full-plat deck is possible with Null.



Your core, Guna, deals damage relative to your enemy's HP, with 100% bonus damage at 100% HP and 0% bonus damage at 50% HP. This means that Guna is best as the second attacker to ensure she attack when enemy still have high HP. Ruprecht can act either as combo starter or damage dealer, depending on whether you want a normal slice in the deck or not.



For additional plat options, Idun (Swimsuit) is your best bet. Having two Idun and two Ruprecht will give your team 20% bonus skill chance and reduce enemy proc by 10%. Adding a Djehuti assist, this makes Null deck almost impervious from enemy proc. Beatrice is also good because her unique proc will guarantee active skill proc. With such high skill chance bonus, Beatrice will proc almost every turn, allowing a really fast clear with only a few units used. Note that Beatrice has low damage on her first few hits, so she's not a good damage dealer unless you proc a defense down passive.



Elizabeth can be added when you want a healer. Her unique heals team by 10% for each of her hit that kill or overkill an enemy. With her as last attacker, you can quickly rise her damage to 200% while healing your team at the same time.



Weakness

Null deck multi/rush plats have ridiculous hit counts (Guna hits 10 times while Beatrice hits 8 times). This make their animation very slow to resolve, slowing them down in the long run which could be bad in speed-oriented event like UvU. Some would circumvent this entirely by removing Guna from their deck and not using Beatrice to attack while still keeping her just for her unique. But in the end it depends on how quick your connection and play style is, so experiment with it firsthand.



Options

Idun (Swimsuit) : Recommended. Manipulates skill chance by adding 5% to team and reducing 5% from enemy. This is a game changer, and fully stackable with herself, Ruprecht, and Djehuti. She's also a very quick damage dealer because her active is just Multi. Beatrice : Provides an unique which guarantees active proc. Very good with 2 Ruprecht and 2 Idun. Her active hits 7 times + 1 strong last hit to all enemies (a total of 8 hits), but the first 4-5 hits are very weak and will most likely only deal 1 damage unless enemy has Defense Down debuff. Due to her long skill animation and low damage, she's not recommended to be used in attack. Elizabeth : She can heal team when dealing killing blow. She also increase her own attack by 10% for each killing blow, so she'll get stronger while keeping the team in full HP. She's good as damage dealer, even in UvU, but more likely to be a niche pick instead of mainstay in team. Best suited for KoF.



Recommended Normal Units

Flurry Genjou : Quad-Passive: Cleanse, Attack and Defense Up, and Increase skill chance. Strictly combo starter. Best normal unit you can use, although as a combo starter, flurry unit slows the attack. Tartarus : Attack Up passive with burst charge. Slice Empusa : Cleanse unit with Attack Up. Most likely the second best normal unit you can add in your deck. Ampelus (Valentine) : Cleanse unit with Increase skill chance. A cheap cleanse unit, although not really useful. Scathach (Swimsuit) : Attack Up and HP Up passive.







Booster : Jiang Ziya Core : Jeanne d'Arc

Water Deck is the last addition to elemental decks, with the coming of Jiang Ziya as the booster. As of now, water doesn't have as much options as the other elements, but they are recommended due to having elemental advantage over fire units. As mentioned earlier, the most annoying defensive units are all fire. This deck can shred them to bits easily unlike Earth deck.



When should I choose this element? You want to be a pioneer.

You want to destroy the whales and their fire defense units.

You like to live on the edge.

You hate fire for some reason.

How to Use

While not having a lot of options for plats, water deck have better normal units selection to use in their deck.



Different from the other decks, your core will cycle between two units: Jeanne and Asmodeus. Jeanne will take over in dealing damage for the early battle while Asmodeus can deal more damage after she has lower HP. The combo would be to use Asmodeus's ability to take her to low health and then burst with her to deal as much damage as possible. In the case of Asmodeus not reaching low HP or you don't want to rely on that situational unique (or you're sure you won't ever reach low HP, as is the most likely case in UvU), Jeanne can handle being the core just fine.



Jiang Ziya is a flurry booster with Multi attack, allowing her to join as damage dealer. Due to only having Multi skill, she can finish her animation faster than Guna, giving her an edge in speed battle. Her ability complements Asmodeus well, allowing to heal her when things get rough.



The only other notable water offensive unit is Balin, who got bonus defense and damage against fire units, further complimenting water deck's specialty in shutting down fire units.



New plat units might be released for water deck in the future, so you can opt to keep your medals after you bought Jiang Ziya and Jeanne/Asmodeus and wait for newer, more op units.



Weakness

Water deck has the least number of offensive plats available at the moment, due to given the booster unit last, so not much options there. They are also weak against Earth unit, making them rather slow in killing some defense unit like Daji or Idun (New Year). Although, Earth defense units are not as annoying as fire, so it's not as bad.



Options

Asmodeus : She's mainly good due to being the only other Rush/Multi unit for water at the moment. Very useful in KoF where you can get her to low HP, but might not be as good in UvU. Her damage bonus is in relative reverse to her current HP, with 1% increase per 1% HP lost. Mediocre at the start of battle but can be deadly as the battle rages on. Balin : A true anti-fire unit. She gain 70% damage reduction from fire unit attack and 50% bonus damage against fire unit. She's mainly usable only if you know enemy would use a lot of fire unit though.



Recommended Normal Units

Flurry Grimm (Swimsuit) : HP Down passive with Defense Down passive when her active skill proc. She's good as defense down provider in case that you need to apply defense down after the start of wave. This makes her able to circumvent Cronus's unique or bypass traps like Power Pentagram in KoF. Vodyanoy (Christmas) : HP Down passive with Increase skill chance. Susanoo (Christmas) : Attack Up passive with Defense Down and Burst Charge. Careme (Halloween) : Attack Up and Defense Up passive. Have cleanse ability for backup. Slice Yuki : Cleanse unit with Attack Up. Tishtrya (New Year) : Cleanse unit with HP Down. Rusalka (Remix) : HP Down passive with Defense Down. Mio : Cleanse unit with Increase skill chance. Free event reward, a cheap substitute in case you don't have other cleanse unit. boasts the best offensive power among the elements. This element covers raw power, passive activation, and extra turns bonus.Ba'al and Guna in your deck should be enough to deal most needed damage. You can fit one or two more plats in the deck or use normal units to fill the spots.Ba'al applies bonus damage based on her current HP, the higher the HP the more damage she dealt up to 50% at 100% HP. So it is crucial to keep Ba'al's HP high. This won't be a significant problem because you will kill enemies in a single turn most of the time, but in case of damage it would be helpful to bring unit with healing passive like Hraesvelgr or Spring Freyja.Other than the core and booster, other units would depend on what you want to make. Deck with Salix would require at least an unit with passive (usually in assist), but usually with Salix I don't put any other plat and use 2 normal units in deck. If you want Iseult, you'll want to utilize her double strike to amass burst gauge and burst almost every turn. She's just that fast in charging burst. Rudra can function like Iseult, but you'll deal less damage due to her being slice. Finally, Melusine can be added as your slice combo starter in case you need protection from debuff.Earth deck is weak against fire units. Coincidentally, most difficult defense units are all fire (Fionn, Gilles, Aterui, etc.). This might seem to make earth a disadvantaged element, but in reality the element penalty isn't enough to stop Earth deck from vanquishing everything. Their damage output is simply that good. Just be sure not to burst that Aterui with only one unit and you'll be good.is the most stable deck at the moment, with their elemental advantages against earth defense unit while not getting hindered by other fire defense unit. Since earth and fire have the strongest defense unit right now, this made fire deck the most capable of delivering sure victory.Metatron will be your main damage dealer, with Meru providing the booster unique. Metatron's unique increase her attack damage by 5% and skill chance by 1% for each fire unit in your deck and assist, so at most you will get an increase of 35% damage and 7% skill chance. In actuality this number will be lower because your assist might change based on the situation. Realistically you can expect 25% increase of damage and 5% skill chance (4 fire units and 1 Meru assist).You will most likely use Meru as combo starter, while letting Metatron and the other 3 flurry units act as damage dealer (1S4F). If you add Pallas Athena, you can switch Meru as final unit while letting Pallas Athena become the combo starter (2S3F). You can also put Upier in your deck since her unique can substitute HP Down passive. Other than that, just make sure you have enough passive skills to support your deck. This element doesn't require many normal units because their plats can fit the role one way or another.Fire deck doesn't deal as much damage as Earth or Null, however that evens out because they don't get element penalty when fighting other fire units. Other than that, fire had been focusing on defense unit lately so you won't have as much choice for other platinum unit options compared to Earth.main strength is its freedom from element restriction. It deals full damage to any element without any penalty (although not having any bonuses as well). This made Null deck appropriate for any situation.Null doesn't rely on normal unit, similar to Fire, but their plats are more offensive in nature. It could be good to add at least one normal unit in the deck since most likely your assist will be filled with plats, but a full-plat deck is possible with Null.Your core, Guna, deals damage relative to your enemy's HP, with 100% bonus damage at 100% HP and 0% bonus damage at 50% HP. This means that Guna is best as the second attacker to ensure she attack when enemy still have high HP. Ruprecht can act either as combo starter or damage dealer, depending on whether you want a normal slice in the deck or not.For additional plat options, Idun (Swimsuit) is your best bet. Having two Idun and two Ruprecht will give your team 20% bonus skill chance and reduce enemy proc by 10%. Adding a Djehuti assist, this makes Null deck almost impervious from enemy proc. Beatrice is also good because her unique proc will guarantee active skill proc. With such high skill chance bonus, Beatrice will proc almost every turn, allowing a really fast clear with only a few units used. Note that Beatrice has low damage on her first few hits, so she's not a good damage dealer unless you proc a defense down passive.Elizabeth can be added when you want a healer. Her unique heals team by 10% for each of her hit that kill or overkill an enemy. With her as last attacker, you can quickly rise her damage to 200% while healing your team at the same time.Null deck multi/rush plats have ridiculous hit counts (Guna hits 10 times while Beatrice hits 8 times). This make their animation very slow to resolve, slowing them down in the long run which could be bad in speed-oriented event like UvU. Some would circumvent this entirely by removing Guna from their deck and not using Beatrice to attack while still keeping her just for her unique. But in the end it depends on how quick your connection and play style is, so experiment with it firsthand.is the last addition to elemental decks, with the coming of Jiang Ziya as the booster. As of now, water doesn't have as much options as the other elements, but they are recommended due to having elemental advantage over fire units. As mentioned earlier, the most annoying defensive units are all fire. This deck can shred them to bits easily unlike Earth deck.While not having a lot of options for plats, water deck have better normal units selection to use in their deck.Different from the other decks, your core will cycle between two units: Jeanne and Asmodeus. Jeanne will take over in dealing damage for the early battle while Asmodeus can deal more damage after she has lower HP. The combo would be to use Asmodeus's ability to take her to low health and then burst with her to deal as much damage as possible. In the case of Asmodeus not reaching low HP or you don't want to rely on that situational unique (or you're sure you won't ever reach low HP, as is the most likely case in UvU), Jeanne can handle being the core just fine.Jiang Ziya is a flurry booster with Multi attack, allowing her to join as damage dealer. Due to only having Multi skill, she can finish her animation faster than Guna, giving her an edge in speed battle. Her ability complements Asmodeus well, allowing to heal her when things get rough.The only other notable water offensive unit is Balin, who got bonus defense and damage against fire units, further complimenting water deck's specialty in shutting down fire units.New plat units might be released for water deck in the future, so you can opt to keep your medals after you bought Jiang Ziya and Jeanne/Asmodeus and wait for newer, more op units.Water deck has the least number of offensive plats available at the moment, due to given the booster unit last, so not much options there. They are also weak against Earth unit, making them rather slow in killing some defense unit like Daji or Idun (New Year). Although, Earth defense units are not as annoying as fire, so it's not as bad.

KOTails

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Member Back to Top Post by KOTails on galloway said: So...it's time for me to starting building w/plats. I'm going for null as the majority of my current 7*'s are null (don't ask me why, it just worked out that way). Is V-day Guna still the best place to start out? Thanks.



For Earth, you would want to get SS Ba'al, and for Fire you'd get Jack o' Lantern or NY Diarmuid.



If you're really set on Null despite it's current state (its best damage dealer is Laharl & Sicily, which is unavailable unless you pulled them during their limited time Disgaea collab packs), then you would probably want to get Lamashtu. Unless they fixed Vday Guna's Unique to no longer be affected by Djehuti, she's still somewhat meh against wave 1 in Fortress Frenzy. Honestly, unless your 7 stars are really good, I wouldn't suggest using it to choose your first plat since in the current end-game, most decks are full/mostly plats. Null isn't in the best spot right now, so instead I would suggest building Fire or Earth since they're the stronger elements.For Earth, you would want to get SS Ba'al, and for Fire you'd get Jack o' Lantern or NY Diarmuid.If you're really set on Null despite it's current state (its best damage dealer is Laharl & Sicily, which is unavailable unless you pulled them during their limited time Disgaea collab packs), then you would probably want to get Lamashtu. Unless they fixed Vday Guna's Unique to no longer be affected by Djehuti, she's still somewhat meh against wave 1 in Fortress Frenzy.

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Member Back to Top Post by galloway on KOTails said: galloway said: So...it's time for me to starting building w/plats. I'm going for null as the majority of my current 7*'s are null (don't ask me why, it just worked out that way). Is V-day Guna still the best place to start out? Thanks.



For Earth, you would want to get SS Ba'al, and for Fire you'd get Jack o' Lantern or NY Diarmuid.



If you're really set on Null despite it's current state (its best damage dealer is Laharl & Sicily, which is unavailable unless you pulled them during their limited time Disgaea collab packs), then you would probably want to get Lamashtu. Unless they fixed Vday Guna's Unique to no longer be affected by Djehuti, she's still somewhat meh against wave 1 in Fortress Frenzy. Honestly, unless your 7 stars are really good, I wouldn't suggest using it to choose your first plat since in the current end-game, most decks are full/mostly plats. Null isn't in the best spot right now, so instead I would suggest building Fire or Earth since they're the stronger elements.For Earth, you would want to get SS Ba'al, and for Fire you'd get Jack o' Lantern or NY Diarmuid.If you're really set on Null despite it's current state (its best damage dealer is Laharl & Sicily, which is unavailable unless you pulled them during their limited time Disgaea collab packs), then you would probably want to get Lamashtu. Unless they fixed Vday Guna's Unique to no longer be affected by Djehuti, she's still somewhat meh against wave 1 in Fortress Frenzy. really good. I am open to working with another element and I have enough decent cards for either element. Will have to give it some thought...I love this part of the game though. Thanks so much for the advice! ^-^

Well, they are the best cards that I have but w/the exception of white rabbit (easter) they are all event reward units that are at base or only evolved to +1...so I doubt they aregood. I am open to working with another element and I have enough decent cards for either element. Will have to give it some thought...I love this part of the game though. Thanks so much for the advice! ^-^