Randall (SR)/Strategy
| Game | Strategy | Lore | Voice |
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This page is a Strategy stub. Please help us expand it by contributing relevant data. See Meta:Manual of Style/Character Pages/Strategy for more info. |
Ratings
| Randall (SR) | |||||
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Overview
Randall is a fairly standard attacker who boasts high charge attack damage potential, but it takes several turns and requires some party synergy to achieve maximum potential. Furthermore, the source of his boosted damage, ![]()
, is reset after C.A., lowering his damage potential once again. Combined with his lack of party utility, he becomes a decent character, but not particularly worth a party slot outside of certain party compositions.
How to Play
Randall's kit revolves around ![]()
. There are only three ways to raise its level: by taking no damage for a turn, by using ![]()
![]()
Duration: 1 turn . Raise ![]()
by 1 lvl.
(Uses up 30% of charge bar), or by using ![]()
Gain ![]()
Strength: 20%. when you have his ![]()
![]()
, making him a poor fit in battles where enemies deal lots of all-ally damage or multi-hit damage.
In regular gameplay, make sure to use ![]()
Gain ![]()
Strength: 20%Duration: 3 turns. before ![]()
Gain ![]()
Strength: 20%. to maximize charge bar gained. Otherwise, those skills are straightforward.
Use ![]()
![]()
Duration: 1 turn . Raise ![]()
by 1 lvl.
(Uses up 30% of charge bar) to weasel out of a large attack, but note that this will cost him his charge bar.
Full Auto
Note: Do not clear his Skill Fate Episode if you intend to use him in Full Auto teams.
Randall is an enabler in Full Auto, 1-turn C.A. teams. It requires some specific components, such as ![]()
![]()
With the above setup, Randall can C.A. from second position thanks to his ![]()
Strength: 20% and MC's ![]()
![]()
Duration: 2 turns.
(Can only be used when an auxiliary weaponA sabre or katana of the same element as the main weapon equipped in the top-left slot of the sub weapon section is equipped.) (which will grant at least +20% charge bar to all allies after them). With another character in third position that can gain at least ![]()
Strength: 10%, the fourth slot can consist of nearly any character (as long as they don't have a skill that consumes charge bar).
Leaving his Skill Fate Episode uncleared is absolutely necessary; ![]()
![]()
Duration: 1 turn . Raise ![]()
by 1 lvl.
(Uses up 30% of charge bar) consumes 30% charge bar, thereby negating his role as an enabler. Since Full Auto would automatically use it, the only way to prevent that is by not unlocking the skill. Being limited to two skills also makes Randall a "faster" option compared to some of his alternatives.
Synergy
Extended Mastery Perks
| Randall (SR) | Stars: 12 | EMP: 78 | ||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
ATK
|
DEF
|
Double Attack Rate
|
Critical Hit
|
Charge Attack Damage
|
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| ☆☆☆ | ☆☆☆ | ★☆☆ | ★★★ | ★☆☆ | ||||||||||||||||||||||||||||||
ATK
|
DEF
|
HP
|
Double Attack Rate
|
Critical Hit
|
||||||||||||||||||||||||||||||
| ☆☆☆ | ☆☆☆ | ☆☆☆ | ★☆☆ | ★★★ | ||||||||||||||||||||||||||||||
Double Attack Rate
|
Charge Attack Damage
|
Boost to Charge Bar
|
Dodge Rate Up
|
Chance of Kickfighter's Creed lvl rising upon using High Kick II |
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| ★☆☆ | ★☆☆ | ★☆☆ | ☆☆☆ | ☆☆☆ | ||||||||||||||||||||||||||||||
| Last update: 2018-07-26 | ||||||||||||||||||||||||||||||||||
Gamewith's recommended EMP build for Randall (SR).
Priorities[edit]
Prioritise taking his C.A. DMG to ★1×2 and his Critical to ★3×2.
You are free to raise his DA to ★1×3 and his Charge Bar to ★1.
| Randall (SR) | Stars: 11 | EMP: 66 | ||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
ATK
|
DEF
|
Double Attack Rate
|
Critical Hit
|
Charge Attack Damage
|
||||||||||||||||||||||||||||||
| ☆☆☆ | ☆☆☆ | ☆☆☆ | ★★★ | ★☆☆ | ||||||||||||||||||||||||||||||
ATK
|
DEF
|
HP
|
Double Attack Rate
|
Critical Hit
|
||||||||||||||||||||||||||||||
| ☆☆☆ | ☆☆☆ | ☆☆☆ | ☆☆☆ | ★★★ | ||||||||||||||||||||||||||||||
Double Attack Rate
|
Charge Attack Damage
|
Boost to Charge Bar
|
Dodge Rate Up
|
Chance of Kickfighter's Creed lvl rising upon using High Kick II |
||||||||||||||||||||||||||||||
| ☆☆☆ | ★☆☆ | ☆☆☆ | ☆☆☆ | ★★★ | ||||||||||||||||||||||||||||||
| Last update: 2019-10-29 | ||||||||||||||||||||||||||||||||||
Zeze's recommended EMP build for Randall (SR), designed for Full Auto teams.
The top priorities for this build are both Critical nodes as well as the Support Skill. At 3★, it will be ~100%Verification needed. chance to gain
Kickfighter's CreedCharge attack DMG and charge attack DMG cap boosted (Max: 5 lvls / Can't be removed)
, which makes up for the lack of Sway. Taking a few points in C.A. DMG will help him contribute damage.










