Review Catch Up!

Hello everybody!

First of all let me apologise for the lack of updates/reviews from the site. I believe Qtphi is busy with academics, whilst I was entertaining guests from abroad, and then my PC died 🙁

Now that I am back and equipped with a new rig I have updated the spreadsheets and will do a quick review summary of all the daemon that have passed (sorry if it’s too late for you to make a choice). So let’s begin!

Saito Hajime

4* Assist – Attack DMG

Ability: 5% Crit rate per wave

Simply not strong enough. This is 4 waves to match T-rex who gives her boost permanently. Maybe some use if you have nothing else in endless but this is the least important event.

Rating: 4.8 / 10

Demon of Laplace

4* Assist – Attack DMG

Ability: 5% HP every 5 seconds

Better but again not good enough. The incremental heal will not be enough to keep a unit alive in most scenarios. This type of assist would potentially be useful if it was more like 20%, but even then you are sacrificing a potential team damage boost for this. Better than nothing if you are struggling for survival

Rating: 6.2 / 10


4* Assist – HP

Ability: 35% Crit Damage to skill targets

Really good. Stackable crit damage can always be abused (think Holy Grail when she first came out), and this allows a big boost to potentially the entire team when put on boosters such as Sola or Yoritomo. On a crit buffer this is a massive multiple to damage output. I hope everyone picked up this for exchange!

Rating: 8.5 / 10

Okita Soji [1st Unit]

5* Assist – Skill DMG

Ability 1: 45% Skill DMG, 45% Crit DMG on final wave

Ability 2: 25% Crit DMG to Divina (applies once to team)

Batshit crazy. Cheshire Cat is ridiculously strong, as in top 5 cards in the game strong, and this is a buff to that – assuming you are using Divina nukers at the least, but considering T Elf and Yoshi will likely be flying around for a while this won’t be an issue. The drawback was the second ability is for MLB on a LJS summon (how unusual!). Still for people who did not have Cat picking up 1 copy of this for the first skill was a great investment.

Rating: 9.9 / 10, second to only Sola

Izuminokami Kanesada

5* Anima Melee

ATK 12,000 / HP 9,500

Skill: Deals 5388/6436 DMG to enemy with highest ATK, reduces target DEF by 614/734 for a limited time

Ablity 1: Increases 25% of Crit DMG by the 2 allies Anima team members at the start of every wave.

Ability 2: At the start of the final wave, all foes take 30% more damage.

This was a 50/50 summon with Okita, and was obviously the weaker one of the two. Still as a nuker in itself she isn’t that bad. 30% passive damage increase is the biggest in the game (tied with Taira no Kiyomori) and is 40% of the cap for world boss. Her other passive also gives a huge damage boost to Anima damage dealers. However it is still restrictive by targetting 2 random Anima, and considering how many teams run Sola who is Anima, it would be difficult to get this to target who you want. Her effective skill damage comes out low at 9k (at MLB), but this is because she is Melee with low crit rate, so this effective damage rises dramatically once she is given a crit rate buff (especially thanks to her crit DMG passive). Sort of sits just below Hibiki and Amor level, although these rarely see use now as it is.

Rating: 7.9 / 10

Minor Demon Nishimaru

4* Phantom Melee

ATK: 7,000 / HP: 7,500

Skill: Increases DMG taken by 2 enemies (melee priority) by 54%/67% for a limited time.

Ability: Reduces 15% of DMG taken and increases DMG dealt by 15% at the same time.

A relatively tanky 4* with a big damage taken debuff for an ability. It comes with no damage however, and overall this guy is a waste of a slot in a team. Only for new individuals with nothing better (although even then a better option is to focus on obtaining buffers and borrow friends big damage dealers with debuffs e.g the top 4).

Rating: 5.4 / 10

Stella: Corvus

5* Assist – Attack DMG

Ability: Increases Phantasma DMG by 10%

There’s already a plethora of this type of assist, and this monthly exchange is probably the weakest of the lot. Consider that Aquarius was available before who gave 11% damage…to everyone not just Phantom members. Rating comes out as decent since it’s still an okay damage boost but realistically there are a lot of assists you would place ahead of this

Rating: 7.1 / 10


5* Phantom Melee

ATK: 13,000 / HP: 8,800

Skill: Deals 3930/4730 DMG to the current target

Ability 1: Increases 45% of Skill DMG

Ability 2: Increases 15% of Crit Rate and 35% of Crit DMG

This might look good to the untrained eye but really Hellhound ends up being slightly weaker than Leonarda da Vinci and gains less from buffs thanks to his lower base skill damage. Wasn’t worth summoning.

Rating: 7.3 / 10


4* Divina Healer

ATK: 8,000 / HP: 7,400

Skill: Deals 1503/1843 to the 3 enemies with the least HP. 

Ability: Skill attacks have a 60% chance of inflicting poison

A damage dealing 4* healer…useless.

Rating: 3.1 / 10


4* Assist – HP

Ability: 90% To sleep enemies at the start of each wave

Sleep everyone just to hit them and wake them up again. Waste of an assist slot.

Rating: 0.5 / 10 (yes…awful)

Stella: Cassiopeia

5* Assist – Attack DMG

Ability: Increases DMG by 50% at the start of the final wave

Basho but with an extra 5% damage boost. Useful for new players who were unable to pick up anything previously like Cat or Okita, but still inferior to these (naturally because they are OP). Very solid assist for those without the Top tier options.

Rating: 8.4 / 10


5* Assist – Skill DMG

Ability 1: Increases allies Crit DMG by 35% on the final wave (applies only once)

Ability 2: Increases skill targets crit rate by 20%

Bach’s first ability is basically Raishodo but static. You always have the crit damage boost (so those auto attacks which crit whilst you are not buffed up will do more damage), but it can’t stack in the way Raishodo’s can. Whilst you might think that his second ability together with this makes him insane you have to realise it is actually fairly restrictive. If you are using a crit buffer you are most likely hitting crit rate cap anyway so his second ability is irrelevant. To be able to not use a crit buffer at all in the team you have to use a daemon with Bach attached to it three times to hit the Crit rate cap (well, just under it by 2.5%) on a ranged daemon. This means you have to use a buff skill from one unit twice, costing 3 orbs in total. He’s still very powerful it’s just currently difficult to make him fit properly into a set up. Look out for a crit buffer with crit rate and damage to all targets but only at around 30% rate and Bach could easily be the assist of choice for it (think a 5* version of Apollo’s Harp).

Rating: 8.4 / 10


4* Assist – HP

Ability: 2% Heal every 5 seconds to 2 Highest ATK allies.

See earlier about HP regen over time. Tiny percent, won’t be used.

Rating: 3.5 / 10

Watanabe no Tsuna

4* Divina Melee

ATK: 8,500 / HP: 6,000

Skill: Deals 3283/4027 to current target, with a moderate chance of inflicting stun

Ability: Increases 50% of DMG dealt when one of the Four Heavenly Kings of Raiko is on the team.

Realistically you won’t have the ability active, so he just becomes an average 4* melee nuker – a.k.a useless

Rating: 3.8 / 10

Ogetsu Hime [Gula]

4* Assist – Attack DMG

Ability: 10% Crit Rate and 15% Crit DMG

A decent buff but in the grand scheme of things not strong enough. Your crit buffers should generally make people hit maximum crit rate anyway negating half of her ability. Plenty of better options to put on your damage dealers so not worth trading for in the event.

Rating: 6.3 / 10


4* Assist – Skill DMG

Ability: Reduces 40% of damage taken on the final wave

A much better defensive option than all previously listed. This increases the survivability of your ranged daemon by 53% and melee daemon by 89%. This is compared to say Ptolemy who provides a 28 / 42% buff to EHP but with a damage drawback attached. You would still be sacrificing a damage assist (like Raishodo for example) to place this on a daemon, but for individuals who don’t have such an easy time as stronger players Saehrimnir can prove to be very useful in keeping key buffers alive.

Rating: 7.4 / 10

Dagda’s Cauldron

4* Assist – HP

Ability: 5% Crit DMG per wave

Almost like a wrap around to the first daemon Saito Hajime, simply not good enough. The very first assist released was Saigyo with 35% Crit DMG – and Dagda needs 7 waves just to match this which only happens on 4-10 of tower event or endless. Not worth exchanging later

Rating: 4.7 / 10

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