Jewel Summon Daemon Analysis – Otakemaru [Pure Love], Kasa Obake, Nagakura Shinpachi
Otakemaru [Pure Love]
5 ★ Range Phantom
Max/MLB Attack: 11,000 / 13,126
Max/MLB HP: 8,700 / 10,381
Melody of Pure Love (MAX): Increases DMG Dealt by all allies by 45 / 53% for a limited time
Flooding Rain (lvl 57): Decreases the ATK speed of all enemies by 10% at the start of each wave
Sincere Feelings (lvl 85): Increases the Skill DMG of all Phantasma allies by 20% at the start of each wave
This card is really strong and it should be obviously so. 20% skill damage to all Phantasma per wave is ridiculous at an additional 5% per wave vs Siren – whose passive is fantastic as it is, and her skill is the same as Sola’s – increasing all damage dealt by 53% which is the largest all team damage buff in the game (note this multiplies with her skill damage passive rather than adds to it). Otakemaru does however have 2 main issues. The first is her ranged status which means her position in a main team slot is rather awkward. Daemons like Sola and Siren can sustain a team whilst providing the ridiculous damage boosts, whilst Otakemaru only provides auto attack damage. This means you would be using another slot for a healer and you sort of have two daemons doing the same job whilst reducing your damage output slots. That is not to say this doesn’t work (95% of the time you are just using 1 or 2 damage dealers only anyway), but it just makes it a bit awkward. At the same time shoving her into reserve feels like a slight waste although personally I think this is her best position.
The second issue is her main passive skill unlocks at 85 (the first skill should be seen as nothing more than a nice tack on but really isn’t significant) coupled with the fact that she’s available permanently in Jewel summon. This being the case you don’t really want to spend orbs on her because they are much better served on overpowered LJS daemon who are much harder to obtain (plus how bad would you feel summoning her multiple times after orbing her…) but at the same time you won’t have her maximum potential unless you are lucky enough to summon her 4 times.
Still overall the damage amplification this daemon provides to a (Phantom) team is immense – just pray that you are lucky enough to get her (or happen to have tons of 5* orbs stashed away…but if that is the case what have you been doing the last year?)
Emilio’s Rating: 9.4 / 10 (God Tier)
Qtphi21: Incredible especially for the new endless mode, stacking together with Morin and Siren.
4 ★ Assist Anima
Max/MLB Attack: 7,500 / 9,195
Max/MLB HP: 7,000 / 8,582
Base bond effect: Increases Skill DMG
Haunted House (lvl 68): Skill attacks have a 60% chance of inflicting sleep.
PVP. That is all. For PVE the best use of this would be to use an all targeter in tower and attaching this to it to try and give you an easier time on difficult waves by opening with the area skill and keeping the back row asleep for the first few seconds, but outside of this there really is not much use for a CC ability.
In PVP however this could be pretty annoying both defensively and offensively. It might even be possible to chain CC someone to death (as usual however I am no PVP expert since I just farm my orb…but if anyone wishes to comment feel free). Attaching this to a unit with an already high sleep chance – currently only Mercury Elf – would give the maximum CC chance.
Side Note: I can only assume that if a unit has a sleep and stun chance they are independent rolls. Therefore if say Zeus has this attached and his stun chance is ~40% in PVP, then his chance to sleep or stun on skill use is 1-(0.6 * 0.7) = 58%, whereas if Mercury Elf had Kasa attached and her sleep chance is ~40% in PVP then she should have a 70% sleep chance.
Still outside of PVP there really is not much use for this assist.
Emilio’s Rating: 5.6 / 10 (Below Average Assist)
Qtphi21: The thing about sleep is that the moment you tap the sleeping daemon with an auto attack, it wakes up. Yawn…
4 ★ Melee Divina
Max/MLB Attack: 6,000 / 7,356
Max/MLB HP: 7,000 / 8,582
Forward Slash (MAX): Deals 1,503 / 1,843 DMG to the row of enemies directly in front with a low chance of inflicting stun
Leader of the Shinsengumi Team 2 (lvl ?): Increases DMG dealt by 10% at the start of each wave
A pretty bog standard 4* daemon. Above average stats for a 4* melee but as you expect these to increase over time with power creeping nothing special at all. His passive is decent and means that his skill and auto attacks get relatively strong by wave 3, and any further waves are actually pretty decent – but even so he is still just a 4* melee. This means his auto attacks are just weak to begin with and on top of this hitting the row in front is always awkward targeting, so there plennnnnty of better damage options (and by plenty I mean about 40% of all daemons in existence).
Emilio’s Rating: 4.5 / 10 (Average 4*)
Qtphi21: I suppose he is a good option for beginner players who have very limited options to play endless mode with?
P.S. Can someone who owns him test that he activates Restoration Kondo and Okita’s Shinsengumi based level boost abilities? Given his status as a Shinsengumi he ought to. Please post in the comments below.