2nd Anniversary Event (1) Daemon Analysis
Otogi celebrates its second anniversary with a series of events. We know there should be at least one more, because of the announcement ‘ “Otogi 2nd anniversary special episode Incident (1)” event has started’. Combine this with the unusual date of event helper release leads to the conclusion that there should be a second 2nd Anniversary event coming after this first one.
3 ★ Melee Anima
Max/MLB Attack: 4500/5724
Max/MLB HP: 5000/6361
Ninjutsu – Sano (MAX): Deals 2861/3641 DMG to an enemy (healers priority).
Fuma Clan (lvl 29): Increases Skill DMG by 20% when Fuma Kotaro is on the team.
Comparing with other 3 star melees, Fuma Shiruken has relatively good stats, but still does not compare with 3 star starters Okita and Ibaraki (comparing melee with melee). Her skill damage value is also rather good – superior compared to Okita (but Okita has a high stun rate), even without the activation of her ability.
Her MLB skill damage (with 1 skill bond) and with Fuma Kotaro on the team, crit considered, is:
3641 * 1.(20+05) * 1.075 = 4892
Which is quite good. Only Ibaraki Doji (original) has a higher skill damage among melee 3* daemons.
Having said that, at the end of the day she is still a 3* daemon, and they generally don’t see much use other than in beginner teams or low cost conquest teams. Even for the low cost conquest teams one would typically prefer Amanojaku (original) or 4x 1* cards or Muramasa + Komodo Dragon for the minimal cost. So while Fuma Shiruken isn’t poor among 3* daemons, she isn’t going to rock the boat all that much where team construction in a mature deck is concerned.
Emilo’s Rating: 3.5 / 10 (Above average 3*). At the end of the day a simple 3* like the vast majority of the others.
4 ★ Healer Divina
Max/MLB Attack: 6300/7724
Max/MLB HP: 6500/7969
Silent Kill (MAX): Deals 3619/4439 DMG to the enemy with the lowest HP.
Assasination (lvl 53): Increases Crit Rate by 20%.
|Daemon (all healers)||Attack||HP||Skill DMG||Targeting||Ability|
|Charlotte Corday||6300/7724||6500/7969||3619/4439||Lowest HP||53: Increases Crit Rate by 20%|
Moderate stun chance
|Range||67: Reduces DMG dealt by all enemies by 3% at the start of each wave|
Moderate stun chance
|Current||59: Recover 10% HP to Phantasma type allies at the start of each wave|
Speed debuff 29/37%
|Highest ATK||54: Recover HP to 2 lowest % HP allies at start of each wave|
This entire set of daemons is awkward to use – to end up with your healer as your main DPS means it can’t focus on its duo purposes of healing your team and damaging the opponent. It would be difficult to arrange for ‘highest attack’ buffs to target the healer, given typical healers stats. And even if you did, and used the daemon’s skill after that to damage the opponent, the potential damage from rest of the buff period is wasted because the autos following that would likely end up being boosted heals to heal your own team.
Among the group Charlotte Corday deals more damage because of her higher crit rate, but loses out on the moderate stun chance attached to both Tenkai and Barometz Tartarica. But the overall winner would still have to be Georgius [Halloween] with the best targeting, the highest base skill damage (Charlotte does not catch Georgius even with her crit rate boost) plus a slow status effect to boot.
Emilio’s Rating: 4.8 / 10 (Above Average 4*). Another “okay” daemon but nothing special or approaching useable. Awkward targeting.
4 ★ Melee Phantasma
Max/MLB Attack: 5900/7234
Max/MLB HP: 6500/7969
Inner 72 Set – Flying Swallow (MAX): Deals 2037/2497 DMG to the row of enemies directly in front.
Legend of Ninja (lvl 53): Reduces DMG taken by 20%.
Fuma Kotaro activates Fuma Shiruken’s passive but does not receive a reciprocating boost from her.
Her stats are on the high end among the melee 4* with ‘deals damage to row of enemies’ skill, as is is skill damage. Her comparators are Diamond, Chaisaw [Halloween], Commander Yashichi, Snake Spear and Ruyi Bang.
Her passive increases her tankiness and effective HP.
|Diamond||5,000/6,132||6,000/7,356||1681/2061||64: Decreases Damage Taken by 60% when (self) HP is 1/3 or less|
|Commander Yashichi||6,000/7,356||6,750/8,275||2027/2485||65: Moderately Increases Skill Damage of all Melee Allies|
Reduces DMG Dealt by 30%/38%
|48: Skill targets receive 10% more damage|
|Princess Iron Fan||5,700/6,988||7,000/8,583||1602/1962
Moderate chance of Burn
|53:Increases (self) Damage Dealt by 18%|
|Snake Spear||5,000/6,131||6,200/7,602||1691/2071||64: Increases (self) Damage dealt by 40% when HP is under 1/2|
|Ruyi Bang||5,000/6,131||6,200/7,602||1849/2269||65: Normal Attack have 5% chance of inflicting Stun|
|Fuma Kotaro||5900/7234||6500/7969||2037/2497||53: Reduces DMG taken by 20%.|
However, even being the top daemon her grouping, the ‘row of enemies’ skill is unattractive to use in actual game play. It typically hits at most 3 enemies, and can possibly hit 0, especially if you activate the skill while the daemon is moving from one row to another.
Emilio’s Rating: 4.5 / 10 (Above Average 4*). Rating largely due to tankiness, but otherwise row skills are generally not useful.
Hattori Hanzo Masanari
5 ★ Melee Divina
Max/MLB Attack: 8000/9546
Max/MLB HP: 9500/11336
Proper Set – Miho (MAX): Deals 2387/2847 DMG to nearby enemies, with a high chance of inflicting Burn.
Ninja at the Peak (lvl 46): Increases ATK speed by 50%.
Hanzo Clan (lvl 79): Increases Max HP by 20%.
The targeting for melee daemons is frequently quite vague. For ‘nearby enemies’ it seems like when confronted with a single melee enemy, the activation of this skill will hit it, plus a single ranged enemy behind. But if there are multiple melee enemies surrounding the daemon, it will affect only the surrounding melee. If facing only ranged daemons, it will hit the 2 closest enemies. I think this skill can approximate to: hit the 2 closest enemies.
Among 5 stars it seems like only Hikoboshi [Formal Wear] has a similar targeting; the ‘nearby enemies’ descriptor can be more commonly found among 4* daemons. For more extensive comparison, I have included Helmetta Egil (triple target debuff) and Onimaru Kunitsuna, with ‘further enemies’ targeting, because they are reasonably similar daemons with large innate speed boost. ‘Further enemies’ skill hits more targets, multiple ranged daemons sitting behind the frontline all get hit along with the melee daemons in front.
|Daemon||Hattori Hanzo Masanari||Hikoboshi [Formal Wear]||Helmetta Egil||Onimaru Kunitsuna|
|Skill DMG||2387/2847 (nearby)||1238/1479 (nearby)||1129/1349 (3 targets, lowest HP)||2080/2480 (further enemies)|
|Skill effect||High chance burn||Targets receive 32%/38% more DMG for a limited time.||Targets receive 30/36% more DMG for a limited time.||–|
|Abilities||46: Increases ATK speed by 50%
79: Increases Max HP by 20%
|55: Reduces 20% of DMG taken.
83: Increases 25% of DMG dealt when Orihime [Formal Wear] is on the team.
|29: Increases ATK speed by 50% at the start of the final wave.
72: Normal attacks have 10% chance of inflicting Stun.
|30: Increases 15% of DMG dealt when one of the Five Swords Under Heaven is on the team.
85: Increases 43%% of ATK speed.
Hattori Hanzo Masanari’s base stats are not particularly outstanding. Sure they beat Onimaru, but bear in mind that Onimaru was released at game start, which is more than 2 years ago, given this is a 2nd Anniversary event, celebrating the international release. Masanari also has a greater speed boost, the IAS (like with Onimaru) significantly boosting an otherwise pale attack stat.
He has good HP (not as great as Hikoboshi, but still quite good), and the burn adds extra damage. While the speed boost makes up for otherwise low-ish base attack, one cannot get past the ‘nearby enemy’ targeting. While the damage isn’t terrible (unlike Hikoboshi and Helmetta, thanks to the attachment of the damage debuff on their skill), one can’t really use Masanari effectively as a multi-target hitter. Hitting (typically) only 2 enemies for diluted damage is quite poor, when there are 3 target or all target hitters who are capable of dealing larger quantum of skill damage available.
Emilio’s Rating: 6.9 / 10 (Below Average 5*). The giant speed boost would only be useful if an assist daemon with a useful CC/debuff ability appears, but other than that only serves to patch up his low attack stat. Nearby targeting makes the skill practically useless.
Hibiki [Sun Spear]
5 ★ Ranged Anima
Max/MLB Attack: 13000/15513
Max/MLB HP: 8200/9786
The Discovery (MAX): Deals 5081/6061 DMG to the enemy with the highest ATK, reduces target’s DEF by 411/491 for a limited time.
Sakuma Clan (lvl 70): At the start of the final wave, all foes take 20% more damage.
Sound of Echo (lvl 85): Increases 50% of Skill DMG at the start of the final wave.
After 2 years, Echo, or Hibiki, is finally available to join your team. Echo seems to be the powerful Anima nuker that we’ve all been waiting for. Anima type has been lacking an outstanding nuker since Guillotine was overshadowed by Leonardo and Titania (New Year) in early 2017. Before Echo, the list of existing Anima type ranged nukers reads like this: Lucky Quiver, Guillotine, Scarlett Shott [Halloween], Oda Tenmoku, Sessho Seki, Iron Maiden, Genjo [Festival], and Dead Sea Scrolls. Quiver and Genjo are primarily debuffers. Guillotine is decent but phased out by power creep. Dead Sea Scrolls is the main nuker on towers for farming purposes. And the others are all rather forgettable (other than for art collectors) out of sheer mediocrity.
Echo takes his massive attack stat and skill damage, combines it with a fairly unusual debuff – defence down, albeit by a rather small quantum (a Socrates debuff reduces 1020/1220 points of defence to all enemies). On the final wave, his abilities add an innate multi-target damage debuff, and further boosts his already spectacular skill damage by another 50%. And best of all, he isn’t jinxed with poor targeting like so many other promising nukers (like Amor and Snow White [Demon Hunter]).
So, how does Echo compare to the current top tier single target ranged nukers?
|Daemon||Attack||HP||Skill DMG||Skill Effect||Abilities||Targeting||MLB True Auto||MLB Effective HP||MLB Effective Skill DMG|
|Hibiki [Sun Spear]||13000/15513||8200/9786||5081/6061||reduces target’s DEF by 411/491||70: At the start of the final wave, all foes take 20% more damage.
85: Increases 50% of Skill DMG at the start of the final wave.
2280 (final wave, no other debuffs)
15369 (final wave) not including defence reduction
|Amanojaku [Valentine’s Day]||12,200/14,558||8,700/10,381||5279/6297||Target receives 60/72% more DMG||58: Reduce DMG taken (self) by 20%
73: Increase DMG Dealt at the start of the final wave by 40%
13,229 (final wave)
|Amor||12,200/14,558||8,900/10,620||5189/6187||High chance Stun||44: 50% chance of 10% increase to damage dealt at the start of every wave.
79: Increase skill DMG of 2 highest ATK allies by 50% at the start of the final wave.
|Lowest HP||2,140||9,879||9284 (early wave, no DMG buff)
13073 (final wave, no DMG buff)
14380 (final wave + 10% DMG buff)
15,689 (final wave + 20% DMG buff)
Simply based on his own abilities, Hibiki challenges Amanojaku and Amor as top nukers in the game. He is an incredibly strong nuker with no major flaws. He even has a team wide effect – 20% extra damage dealt (which is the same type of debuff that Amanojaku inflicts on her skill) throughout the entire final wave. This would increase damage from autos that occur outside of a skill combo. Burn and Poison on the final stage should also do more damage. Even LB0 Hibiki might be worth using on reserve, especially for players lacking top tier reserves – it is a 20% Amanojaku type debuff applied to all enemies on the final wave.
Hibiki would synergise well with other top nukers, including the 2 listed above. One could potentially run: Hibiki, Amanojaku, Gjallarhorn, Cinderella and Morin (borrow one of the healers from a friend), with Amor and another copy of Morin or Cinderella in reserve. A team like this would fully utilize the 2 target nature of the boosts from Cinderella, Amor and Gjallarhorn, unlike the current meta of Holy Grail – Amanojaku focused teams that neglects the second target of those abilities.
For whales and veterans with all the cards to choose from, it becomes important to note that there eventually hits a point where diminishing returns reduces further gains from a duplicate boost. In other words, if you run ALL of Cinderella, Amor, plus an ally Cinderella (totalling 160% Skill boost already) and add Hibiki to that mix, Hibiki would receive a whooping 210% Skill boost even before skill bonds. At this point one would have to calculate whether it would be more worthwhile to boost his crit rate, crit damage or damage dealt with other types of boosts and bonds as opposed to stacking skill damage ad infinitum. The final 50% skill damage boost when added to an already high existing 160% is effectively an approximately 30% multiplier because skill damage boosts stack additively to other skill damage boosts, while adding different types of boosts multiply the boost instead. Crit DMG assist bond like Saigyo would be ideal on Hibiki as opposed to more standard skill damage bonds (he has more than enough skill damage already).
In conclusion: Echo is clearly the most worthwhile daemon to acquire from this event. But with a second event likely coming hot on the heels of this one (and if Sola is released there and more OP than ever) – it becomes a resource rationing issue as to whether to rank hard for Echo or save for the next event instead. While Echo competes with Amanojaku and Amor as a quality nuker he isn’t precisely game changing.
Emilio’s Rating: 8.8 / 10 (V. High Tier). The best nuker released for a long time but ditto Qtphi’s remarks about possibly waiting for Sola.