The Black Grail is always the best damage pick, especially for modern Arts Servants. Murasaki really wants to be able to focus on just one target-when she can do this, she’s hugely flexible and valuable, but when she can’t she drops off. This can matter in CQs where, for example, the gimmick encourages taking out enemies in a particular order (to remove damage resistance buffs from the primary target, for instance). Ryouma and Mandricardo both rely on buffs rather than debuffs, which means they can switch targets without a loss of damage. The big catch for Murasaki is that if she’s fighting more than one enemy (or anything debuff-immune) her value drops tremendously. Her high hit-counts, easy crit access, and ability to push party damage also make her a particularly good partner for Sherlock and Lanling, as Murasaki can take advantage of their crit buffs while also letting them hit for good damage themselves. She has a ton of NP delay, which makes her a strong point Servant in more classic Arts shells (Merlin/Tamamo, anything with Jeanne, etc). As a result, a secondary 50% charger (Waver or Reines) may be preferable to help push Murasaki towards repeat NPs if she gets caught with Quicks or misses a crit.Įven outside of absolute top-end teams, though, Murasaki slots nicely into a range of Arts setups. Castoria/Castoria/Tamamo is the best setup you can run for pushing damage, but it introduces some RNG to looping, as Murasaki will need an Arts crit each turn to loop. Murasaki’s kit pairs remarkably elegantly with double-Castoria teams. As a side-benefit, the skill also inflicts Skill Seal, which, while not generally a particularly valuable form of utility, can keep enemies from throwing up annoying defensive buffs until at least the second turn, which fits with this skill’s theme of boosting Murasaki’s overall consistency. ![]() Murasaki’s NP’s overcharge effect is itself a sustained Arts resist debuff (which also benefits from the debuff resist down effect), so using this skill on turn one keeps Murasaki’s NP damage relatively consistent across three looping turns and also takes out her biggest failpoint: missing her debuffs against enemies with Magic Resistance. The debuff resistance debuff has a 500% hit chance, which means it’ll work against pretty much anything that’s not flat-out immune to debuffs (at which point you’d want to bring Ryouma or Mandricardo anyway). ![]() The skill has a debuff resistance debuff tied to it, which means Murasaki will usually want to use this on turn 1 in order to guarantee Black Widow’s debuffs land. This would normally indicate that the skill is meant to be used on turn 3 (or whenever you’re dealing with enemies with the highest HP) for extra damage, but that’s something of a trap in this particular case. Strange Hobbies is a single-turn steroid in the form of Arts Resist down.
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