Magisa (Holiday)/Strategy

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Ratings

Magisa (Holiday) 9.5This character's rating from GameWith out of 10 9.5This character's rating from Kamigame out of 10. This rating is intended for advanced players. 🔰 4This character's beginner rating from Kamigame out of 5. This rating is intended for beginners and is a separate evaluation from the advanced player rating.  

  • Role: Attacker/Support
  • Provides Dispel with a low cooldown
  • Party-wide 3-turn ArmoredChance of lowering DMG taken
    and RefreshHP is restored on every turn
    Strength: 500 HP / turnDuration: 3 turns
    , along with Mirror ImageNext one-to-one attack received will be ineffective
    (Effect removed on next all-foe all-ally attack)
  • Synergizes well with CA-based parties thanks to her support skill
  • Potential further increases after 10 turns, allowing her to output massive amounts of damage with  Land Eruption300%-350% Earth damage to all foes (Damage cap: ~400,000).
    All allies gain Charge Bar +20%Instantly boosts Charge Bar by 20%
    Strength: 20%
    .
    (From 10th turn onward: Consumes all Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
    .
    Hits increased and charge bar effect increased based on number of Wasteland Crests consumed [Max: 6 hits].)
  • Her rating increases when paired with characters or weapons that provide Wasteland Crests, such as Cagliostro

Overview

Magisa has a kit full of simple but respectable features. Their combined value allows her to work on most teams, and she can be a premier unit with proper support or in fights that pair well with her utilities.

Strengths

  • Constant dispels and high charge attack damage via  O Holy Night Ray400% Earth damage to a foe (Damage cap: ~500,000) and remove 1 buff.
    Gain Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
    Duration: Indefinite
    .
    and  Malleus Caelestis450%Massive Earth damage to a foe.
    Activate O Holy Night Ray.
    .
  • Powerful burst periods via  Land Eruption300%-350% Earth damage to all foes (Damage cap: ~400,000).
    All allies gain Charge Bar +20%Instantly boosts Charge Bar by 20%
    Strength: 20%
    .
    (From 10th turn onward: Consumes all Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
    .
    Hits increased and charge bar effect increased based on number of Wasteland Crests consumed [Max: 6 hits].)
    self buffs (Earthen MagicsLvl 1: ATK is boosted /
    DEF is boosted /
    Lvl 2: Double attack rate is boosted /
    Triple attack rate is boosted /
    Lvl 3: Morax attacks alongside while in effect /
    Lvl 4: Deals bonus earth DMG /
    Lvl 5: Charge attack DMG is boosted /
    Charge attack DMG cap is boosted
    (Can't be removed)
    ).
    • After Turn 10 deals obscene damage and (generally) fills all allies' charge bars.
  • All-ally Mirror ImageNext one-to-one attack received will be ineffective
    (Effect removed on next all-foe all-ally attack)
    via  SerenadeAll Earth allies gain Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
    Duration: Indefinite
    , Mirror Image (1 time)Next one-to-one attack received will be ineffective
    (Effect removed on next all-foe all-ally attack)
    Duration: Indefinite
    , 70% / 30% ArmoredChance of lowering DMG taken
    Strength: 70% chance of taking 30% less damage.Duration: 3 turns
    , and RefreshHP is restored on every turn
    Strength: 5% of max HP (Healing cap: 500)Duration: 3 turns
    .
    .
  • Good synergy with Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
    setups.
    •  SerenadeAll Earth allies gain Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
      Duration: Indefinite
      , Mirror Image (1 time)Next one-to-one attack received will be ineffective
      (Effect removed on next all-foe all-ally attack)
      Duration: Indefinite
      , 70% / 30% ArmoredChance of lowering DMG taken
      Strength: 70% chance of taking 30% less damage.Duration: 3 turns
      , and RefreshHP is restored on every turn
      Strength: 5% of max HP (Healing cap: 500)Duration: 3 turns
      .
      provides a crest to all allies
    •  O Holy Night Ray400% Earth damage to a foe (Damage cap: ~500,000) and remove 1 buff.
      Gain Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
      Duration: Indefinite
      .
      quickly stacks her own crests
    •  The Jolliest WitchBoost to Earth allies' C.A. specs based on their number of Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
      .
      (Takes effect even when Magisa is a sub ally.)
  • Especially powerful in battles with turn-acceleration (eg. Akasha (Raid), Lucilius (Raid)).

Weaknesses

  • Very slow opener without additional Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
    sources.
  • Requires Turn 10 to become truly broken.
  • No meaningful self-buffs without Earthen MagicsLvl 1: ATK is boosted /
    DEF is boosted /
    Lvl 2: Double attack rate is boosted /
    Triple attack rate is boosted /
    Lvl 3: Morax attacks alongside while in effect /
    Lvl 4: Deals bonus earth DMG /
    Lvl 5: Charge attack DMG is boosted /
    Charge attack DMG cap is boosted
    (Can't be removed)
    active.
  • Unreliable defensive utility against all-ally attacks.

How to Play

Magisa is fairly straightforward, her primary strategy/complexity being when to cast  Land Eruption300%-350% Earth damage to all foes (Damage cap: ~400,000).
All allies gain Charge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%
.
(From 10th turn onward: Consumes all Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
.
Hits increased and charge bar effect increased based on number of Wasteland Crests consumed [Max: 6 hits].)
.

In terms of team-building/composition, Magisa primarily benefits from sources of cap up due to her relatively low base damage caps. She excels, for instance, in 'highlander' grids utilizing Caim and Scales of Dominion, and benefits tremendously from an Opus or Ultima weapon with Gauph Key β.

  •  Malleus Caelestis450%Massive Earth damage to a foe.
    Activate O Holy Night Ray.
    • Can be used or held according to your damage and dispel needs
  •  SerenadeAll Earth allies gain Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
    Duration: Indefinite
    , Mirror Image (1 time)Next one-to-one attack received will be ineffective
    (Effect removed on next all-foe all-ally attack)
    Duration: Indefinite
    , 70% / 30% ArmoredChance of lowering DMG taken
    Strength: 70% chance of taking 30% less damage.Duration: 3 turns
    , and RefreshHP is restored on every turn
    Strength: 5% of max HP (Healing cap: 500)Duration: 3 turns
    .
    • Ideally used on cooldown due to The Jolliest WitchBoost to Earth allies' C.A. specs based on their number of Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
      .
      (Takes effect even when Magisa is a sub ally.)
      and the indefinite duration of Mirror ImageNext one-to-one attack received will be ineffective
      (Effect removed on next all-foe all-ally attack)
    • Can also be held to counter enemy one-ally and multi-hit attacks
  •  O Holy Night Ray400% Earth damage to a foe (Damage cap: ~500,000) and remove 1 buff.
    Gain Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
    Duration: Indefinite
    .
    • Can generally be used on cooldown due to it automatically activating during her charge attack
    • Can be held if you know an enemy buff is coming that her charge attack will not be ready/enough for
  •  Land Eruption300%-350% Earth damage to all foes (Damage cap: ~400,000).
    All allies gain Charge Bar +20%Instantly boosts Charge Bar by 20%
    Strength: 20%
    .
    (From 10th turn onward: Consumes all Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
    .
    Hits increased and charge bar effect increased based on number of Wasteland Crests consumed [Max: 6 hits].)
    (Prior to Turn 10)
    • Ideally used only when Magisa has four or more Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
      • The Morax attack and 50% echo (at three and four crests respectively) enable most of Earthen MagicsLvl 1: ATK is boosted /
        DEF is boosted /
        Lvl 2: Double attack rate is boosted /
        Triple attack rate is boosted /
        Lvl 3: Morax attacks alongside while in effect /
        Lvl 4: Deals bonus earth DMG /
        Lvl 5: Charge attack DMG is boosted /
        Charge attack DMG cap is boosted
        (Can't be removed)
        ' potential
      • The C.A. specs added at five crests are excellent, but not usually worth delaying the first use of the skill
      • Given three crests from her other skills and an early charge attack, she will need one external source of crests
        • Waiting for her to acquire four (or five) crests on her own is an option, but slow and delays the second use of the skill
        • Waiting can still be viable if you know the battle precisely and it won't adversely affect your second cast timing
    • Can be used on Turn 1 in OTK setups for the Charge Bar +20%Instantly boosts Charge Bar by 20%
      Strength: 20%
      , but not recommended otherwise
  •  Land Eruption300%-350% Earth damage to all foes (Damage cap: ~400,000).
    All allies gain Charge Bar +20%Instantly boosts Charge Bar by 20%
    Strength: 20%
    .
    (From 10th turn onward: Consumes all Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
    .
    Hits increased and charge bar effect increased based on number of Wasteland Crests consumed [Max: 6 hits].)
    (After Turn 10)
    • Should generally be used as many times as possible provided Magisa has five Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
      • Effectively activates six times at five crests, dealing astronomical damage and providing all allies Charge Bar +120%Instantly boosts Charge Bar by 120%
        Strength: 120%
      • She should have no problem acquiring five crests between uses even without additional sources
    • Can be held if a full burst is already prepared (so the charge bar boost isn't wasted) or to align the burst with imminent buffs
    • Justifies the inclusion of  QilinDelta Massive Dark damage to all foes. Reset all allies' skill cooldowns. in many setups on its own

Synergy

Because her kit has a bit of everything (skill damage, charge attack cap, echo, etc.), she can synergize with most setups. That said, because most of her power comes from  Land Eruption300%-350% Earth damage to all foes (Damage cap: ~400,000).
All allies gain Charge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%
.
(From 10th turn onward: Consumes all Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
.
Hits increased and charge bar effect increased based on number of Wasteland Crests consumed [Max: 6 hits].)
, her most effective synergies also revolve around that.

Wasteland Crests

To use  Land Eruption300%-350% Earth damage to all foes (Damage cap: ~400,000).
All allies gain Charge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%
.
(From 10th turn onward: Consumes all Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
.
Hits increased and charge bar effect increased based on number of Wasteland Crests consumed [Max: 6 hits].)
efficiently, her primary synergy (and need) is additional Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
sources.

  • One crest source allows Magisa to have four crests after her first charge attack. (Two sources allows five!)
    • Harp of Repudiation is ideal as it provides a steady crest stream via charge attacks
      • An exceptional weapon and main-hand in general at FLB and ULB
      • Can be held by Rising Force, with which Magisa also has amazing synergy
    • Other options ( PhantasmagoriaAll allies gain Reversed OuroborosATK is boosted / DEF is boosted / Double attack rate is boosted / Triple attack rate is boosted
      Duration: 3 turnsSpecial buff
      and Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
      Duration: Indefinite
      .
      At level 75:
      Effect enhanced.
      At level 100:
      All allies also gain 50% / 30% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
      Strength: 50% chance of dealing 30% more damage.Duration: 3 turns
      and KeenSupplemental DMG to critical hits
      Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3 turns
      .
      ,  Mighty EyeEarth allies gain Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
      Duration: Indefinite
      .
      All allies gain 20% Earth ATK UpEarth ATK is boosted
      Strength: 20%Duration: 5 turns
      and 20% Water CutWater DMG is cut 20%
      Duration: 5 turnsWater Damage Cut.
      .
      ,  DoguGiga Jomon Cannon 500% Earth damage to all foes (Damage cap: ~630,000).
      All Earth allies gain Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
      and 25% Earth ATK UpEarth ATK is boosted
      Strength: 25%Duration: 3 turns
      .
      , and  Beginning of JokerBeginning of Joker: Copy an ally's skill.
      (Skill changes to End of Joker upon casting.)
      End of Joker: All Earth allies gain 30% ATK UpATK is boosted
      Strength: 30%Duration: 3 turnsStacking: Summon
      , 30% DEF UpDEF is boosted
      Strength: 30%Duration: 3 turnsStacking: Summon
      , 20% TA UpTriple attack rate is boosted
      Strength: 20%Duration: 3 turnsStacking: Summon
      , RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
      Strength: 500 HP or 10% charge barDuration: 3 turnsStacking: Summon
      , Shield (2000)Next ATK received will be ineffective for a fixed amount
      Strength: 2000Duration: Indefinite
      , 10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
      Strength: 10%Duration: 3 turnsStacking: Summon
      , 15% UpliftedCharge bar is boosted on every turn
      Strength: 15%Duration: 3 turns
      , HypeATK is boosted
      Strength: 1-4 stacksDuration: 3 turns
      , and VeilDebuffs will be nullified (1 time)
      "Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune."
      .
      (Skill changes to Beginning of Joker upon casting.)
      ) work, but may have too much opportunity cost to your setup
      • Cagliostro is probably most competitive as Magisa benefits from her KeenSupplemental DMG to critical hits
        , Reversed OuroborosATK is boosted / DEF is boosted / Double attack rate is boosted / Triple attack rate is boosted
        Special buff
        , and debuff clear as well
      • (December 2019) Additional crest sources in Earth may be available and worth considering in the future
  • Two immediate sources allow Magisa to have four crests and use Land Eruption300%-350% Earth damage to all foes (Damage cap: ~400,000).
    All allies gain Charge Bar +20%Instantly boosts Charge Bar by 20%
    Strength: 20%
    .
    (From 10th turn onward: Consumes all Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
    .
    Hits increased and charge bar effect increased based on number of Wasteland Crests consumed [Max: 6 hits].)
    on Turn 1.

Charge Attack Teams

Due to Magisa's C.A. spec passive, nuke, and periodic burst windows (via Earthen MagicsLvl 1: ATK is boosted /
DEF is boosted /
Lvl 2: Double attack rate is boosted /
Triple attack rate is boosted /
Lvl 3: Morax attacks alongside while in effect /
Lvl 4: Deals bonus earth DMG /
Lvl 5: Charge attack DMG is boosted /
Charge attack DMG cap is boosted
(Can't be removed)
), she excels in C.A. setups.

  • Eahta also thrives in C.A. setups and has particular synergy with Magisa.
    • He serves as a battery for her, meaning more nukes, dispels, and crests
    • He receives double the effect of her charge bar boost
  • Mahira accentuates Magisa's burst and stabilizes her output during her downtime.
    •  Spirit DrumsAll allies gain Zeal of the FeatherATK is boosted / DEF is boosted /
      Triple attack rate is boosted / Double attack rate is boosted /
      C.A. DMG Cap Boosted (Can't be removed)
      Multiplier: NormalDuration: 5 turns
      .
      (Consumes all Drum BeatGain stars by attacking foes
      (Boost to Spirit Drums based on the number of stars)
      . Effect varies based on number of Drum Beat consumed.)
      At level 95:
      Zeal of the FeatherATK is boosted / DEF is boosted /
      Triple attack rate is boosted / Double attack rate is boosted /
      C.A. DMG Cap Boosted (Can't be removed)
      Duration: 5 turns
      now always has maximum effectiveness.
      Drum BeatGain stars by attacking foes
      (Boost to Spirit Drums based on the number of stars)
      is no longer consumed upon cast.
      has a powerful C.A. cap buff and the rest is useful in Magisa's downtime
    •  Finding Flight200%-250% Earth damage to a foe (Damage cap: ~380,000).
      Inflict 10% DEF DownDEF is lowered
      Strength: 10%Base Accuracy: 100%Duration: 180 secondsStacking: Single
      and 20% Earth DEF DownDEF is lowered for earth DMG
      Strength: 20%Base Accuracy: 85%Duration: 180 seconds
      .
      At level 75:
      Debuff strength increased to 15% DEF DownDEF is lowered
      Strength: 15%Base Accuracy: 100%Stacking: Single
      and 25% Earth DEF DownDEF is lowered for earth DMG
      Strength: 25%Base Accuracy: 85%Duration: 180 seconds
      .
      At level 90:
      Damage increased to 500%.
      Damage cap increased to ~700,000.
      Also inflict 100% DA DownDouble attack rate is lowered
      Strength: 100%Base Accuracy: 100%Duration: 180 seconds
      and 50% TA DownTriple attack rate is lowered
      Strength: 50%Base Accuracy: 100%Duration: 180 seconds
      .
      25% Earth DEF DownDEF is lowered for earth DMG
      Strength: 25%Base Accuracy: 100%Duration: 180 seconds
      debuff success rate increased.
      covers most of the DEF Down cap, which can be a concern if running Magisa and Eahta
    • (December 2019) Mahira is expected to receive an FLB in January 2020, which will likely make this combo even stronger
  • Rising Force has excellent synergy with Magisa and C.A. teams in general.
    • 200% charge bar cap smooths charge attack synergy and prevents Magisa's boosts from being wasted
    • FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
      provides her useful multi-attack during her downtime
    •  Unleash the FuryElemental damage to a foe. Consume all FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
      on all allies.
      (Boost to DMG specs and charge bar based on the number of FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
      consumed.)
      can enable her to charge attack more during Earthen MagicsLvl 1: ATK is boosted /
      DEF is boosted /
      Lvl 2: Double attack rate is boosted /
      Triple attack rate is boosted /
      Lvl 3: Morax attacks alongside while in effect /
      Lvl 4: Deals bonus earth DMG /
      Lvl 5: Charge attack DMG is boosted /
      Charge attack DMG cap is boosted
      (Can't be removed)
    • Can use Harp of Repudiation as mainhand (ideally with Gauph Key β)

Shenanigans (Skill Reset)

  • After Turn 10,  Land Eruption300%-350% Earth damage to all foes (Damage cap: ~400,000).
    All allies gain Charge Bar +20%Instantly boosts Charge Bar by 20%
    Strength: 20%
    .
    (From 10th turn onward: Consumes all Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
    .
    Hits increased and charge bar effect increased based on number of Wasteland Crests consumed [Max: 6 hits].)
    becomes one of the strongest skills in the game.
  • Qilin is the most stable and obvious choice.
    • Resets all ally cooldowns
    • Becomes available to summon right around the natural timing of Magisa's second Land Eruption300%-350% Earth damage to all foes (Damage cap: ~400,000).
      All allies gain Charge Bar +20%Instantly boosts Charge Bar by 20%
      Strength: 20%
      .
      (From 10th turn onward: Consumes all Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
      .
      Hits increased and charge bar effect increased based on number of Wasteland Crests consumed [Max: 6 hits].)
    • A C.A. team can continuously over-burst by rotating  Land Eruption300%-350% Earth damage to all foes (Damage cap: ~400,000).
      All allies gain Charge Bar +20%Instantly boosts Charge Bar by 20%
      Strength: 20%
      .
      (From 10th turn onward: Consumes all Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
      .
      Hits increased and charge bar effect increased based on number of Wasteland Crests consumed [Max: 6 hits].)
      ,  Unleash the FuryElemental damage to a foe. Consume all FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
      on all allies.
      (Boost to DMG specs and charge bar based on the number of FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
      consumed.)
      , and  DeltaMassive Dark damage to all foes. Reset all allies' skill cooldowns.
    • Add  TyphonChaos Typhoon Massive Dark damage to all foes. Clear all foes' charge diamonds. All allies gain Charge Bar +100%Instantly boosts Charge Bar by 100%
      Strength: 100%
      .
      ,  HuanglongOmnictus Massive Light damage to all foes. All allies gain Instant ChargeInstantly sets Charge Bar to 100%
      Unaffected by Charge Bar Gain status effects.
      No effect when afflicted by Shorted debuffs or when Charge Bar is above 100%.
      . (Cannot resummon)
      ,  Spirit DrumsAll allies gain Zeal of the FeatherATK is boosted / DEF is boosted /
      Triple attack rate is boosted / Double attack rate is boosted /
      C.A. DMG Cap Boosted (Can't be removed)
      Multiplier: NormalDuration: 5 turns
      .
      (Consumes all Drum BeatGain stars by attacking foes
      (Boost to Spirit Drums based on the number of stars)
      . Effect varies based on number of Drum Beat consumed.)
      At level 95:
      Zeal of the FeatherATK is boosted / DEF is boosted /
      Triple attack rate is boosted / Double attack rate is boosted /
      C.A. DMG Cap Boosted (Can't be removed)
      Duration: 5 turns
      now always has maximum effectiveness.
      Drum BeatGain stars by attacking foes
      (Boost to Spirit Drums based on the number of stars)
      is no longer consumed upon cast.
      ,  Double DealAll Earth allies gain Double Deal (1 time)Next skill can be recast with no cooldown (Can't be removed)
      Duration: Indefinite
      .
      (Can't recast.)
      ,  Warbringer900% Earth damage to all foes (Damage cap: ~1,120,000).
      3-turn cut to Earth allies' skill cooldown.
      (Consumes 5 Magic CrestMagic is amplified (Can't be removed)
      .)
      At level 75:
      Damage increased to 1000%
      , etc. to taste
  • Caim provides additional shenanigans and a variety of useful tools in general.
    •  Double DealAll Earth allies gain Double Deal (1 time)Next skill can be recast with no cooldown (Can't be removed)
      Duration: Indefinite
      .
      (Can't recast.)
      allows an additional  Land Eruption300%-350% Earth damage to all foes (Damage cap: ~400,000).
      All allies gain Charge Bar +20%Instantly boosts Charge Bar by 20%
      Strength: 20%
      .
      (From 10th turn onward: Consumes all Wasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
      .
      Hits increased and charge bar effect increased based on number of Wasteland Crests consumed [Max: 6 hits].)
      and  Unleash the FuryElemental damage to a foe. Consume all FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
      on all allies.
      (Boost to DMG specs and charge bar based on the number of FeedbackMultiattack rate is boosted based on number of Feedback / Can withstand lethal DMG by consuming 3 Feedback when HP is 25% or above (Max: 3 / Leaves 1 HP / Can't be removed)
      consumed.)
    •  End of JokerBeginning of Joker: Copy an ally's skill.
      (Skill changes to End of Joker upon casting.)
      End of Joker: All Earth allies gain 30% ATK UpATK is boosted
      Strength: 30%Duration: 3 turnsStacking: Summon
      , 30% DEF UpDEF is boosted
      Strength: 30%Duration: 3 turnsStacking: Summon
      , 20% TA UpTriple attack rate is boosted
      Strength: 20%Duration: 3 turnsStacking: Summon
      , RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
      Strength: 500 HP or 10% charge barDuration: 3 turnsStacking: Summon
      , Shield (2000)Next ATK received will be ineffective for a fixed amount
      Strength: 2000Duration: Indefinite
      , 10% DMG Cap UpMaximum amount of DMG that can be dealt per hit is boosted
      Strength: 10%Duration: 3 turnsStacking: Summon
      , 15% UpliftedCharge bar is boosted on every turn
      Strength: 15%Duration: 3 turns
      , HypeATK is boosted
      Strength: 1-4 stacksDuration: 3 turns
      , and VeilDebuffs will be nullified (1 time)
      "Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune."
      .
      (Skill changes to Beginning of Joker upon casting.)
      is generally very powerful and amplifies the burst even more
    •  Blank FaceSkill effect changes based on the type of skill that is first used by a main ally. can offer much-needed utility when running Magisa and Eahta
    •  The Hanged Man ReversedWhen Sub Ally: When all equipped weapons are different, 20% boost to Earth allies' ATKPerpetuity modifier, 50% boost to DEF, and 10% boost to damage cap.
      • Upside: An obvious sub ally inclusion with the proper grid
      • Downside: Extreme opportunity cost to using him as a main ally as a result
  • Lobelia is a less ideal main ally (though a great sub ally), but still has some applications.
    •  Warbringer900% Earth damage to all foes (Damage cap: ~1,120,000).
      3-turn cut to Earth allies' skill cooldown.
      (Consumes 5 Magic CrestMagic is amplified (Can't be removed)
      .)
      At level 75:
      Damage increased to 1000%
      can extend the combo, but requires more precise play
    • He has no real charge attack synergy compared to other options (or to his potential other team setups)
    •  The Tower ReversedWhen Sub Ally: Earth allies gain 6% Skill DMG Cap Up (Stackable / Max: 30%)Maximum amount of skill DMG that can be dealt per hit is boosted (Stackable / Can't be removed)
      Strength: 6% (Max: 30%)Duration: Indefinite
      upon casting a skill (Max: 5).
      will probably provide more value than anything he can do directly

Extended Mastery Perks

  • Recommendations
    • Skill DMG Cap and Skill DMG
      • Skill damage represents most of Magisa's output and especially reach
      • (Although Skill DMG is not recommended on most characters, it can be useful when using Gauph Key β)
    • Critical Hit , Triple Attack
      • Powerful and efficient on almost every character
    • Other options can be taken to taste; consider holding 3 stars for her unreleased EMP Support Skill
  • Over Master Bonuses
    • Skill DMG Cap and/or C.A. DMG Cap are ideal
    • Generally powerful options like Stamina and Triple Attack are also fine
  • Perpetuity Ring
    • Her damage focus benefits greatly from the ATK and DMG Cap , and the HP isn't bad given her relative lack of defenses. EM Star Cap however is only moderately useful as she can acquire her most competitive EMPs in the standard 18 stars. (Moderate-to-High Recommendation)

Resources

References

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