Seofon/Strategy

 Game  Strategy  Lore  Voice    
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.
This page is old and may be based on outdated information.
Please help revise or rewrite this page with up-to-date information.

Ratings

Seofon ?This character's rating from GameWith out of 10 10This character's rating from Kamigame out of 10. This rating is intended for advanced players. 🔰 N/AThis 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.

Overview

Before 5★ Uncap

A very powerful, straight forward character, but suffers from consistency problems due to SwordshineATK and multiattack rate is boosted
. Typically used as either an auto-attack character, or as a Charge Attack enabler through Cuore di LeoneAll 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%.
.
Lower SwordshineATK and multiattack rate is boosted
Multiplier: Perpetuity
lvl by 3.
(Requires SwordshineATK and multiattack rate is boosted
Multiplier: Perpetuity
lvl 3 or higher.)
; needs SwordshineATK and multiattack rate is boosted
to do either. Requires special team building consideration as a result. Puts out a lot of damage if he doesn't get hit.

After 5★ Uncap

Much more consistent due to the buff to SwordshineATK and multiattack rate is boosted
at level 85, as well as UnchallengedNext DMG received will be ineffective
on Charge Attack, which means that getting hit every now and then doesn't mean that he's starting from scratch. Requires less setup to perform in the same roles as he did before, but still maintains some of the same weaknesses as his pre-5★ iteration.

How to Play

  • Use  EmblemaGain 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%.
    .
    Raise SwordshineATK and multiattack rate is boosted
    Multiplier: Perpetuity
    lvl by 1 (Max: 3).
    At level 90:
    Now raises SwordshineATK and multiattack rate is boosted
    Multiplier: Perpetuity
    lvl by 2 (Max: 5).
    Also gain 80% C.A. DMG Up (1 time)Charge attack DMG is boosted (1 time)
    Strength: 80%Duration: Indefinite
    and 20% C.A. DMG Cap Up (1 time)Charge attack DMG cap is boosted (1 time)
    Strength: 20%Duration: Indefinite
    .
    every turn unless Seofon is already at max SwordshineATK and multiattack rate is boosted
    stacks and won't lose them at the end of the turn.
  •  Infinito Creare10-hit, 100%-150% Wind damage to random foes (Damage cap: ~70,000 per hit).
    At level 75:
    Effect enhanced.
    At level 95:
    Seofon also gains Charge Bar +30%Instantly boosts Charge Bar by 30%
    Strength: 30%
    .
    can be used either for damage or for the extra Charge Bar +30%Instantly boosts Charge Bar by 30%
    Strength: 30%
    to reach UnchallengedNext DMG received will be ineffective
    quicker (after his 5★ uncap).
  •  Cuore di LeoneAll 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%.
    .
    Lower SwordshineATK and multiattack rate is boosted
    Multiplier: Perpetuity
    lvl by 3.
    (Requires SwordshineATK and multiattack rate is boosted
    Multiplier: Perpetuity
    lvl 3 or higher.)
    can be used as early as turn 2 (level 85 or higher) or turn 3. Requires 3 stacks of SwordshineATK and multiattack rate is boosted
    to use.
    • Provided you can maintain SwordshineATK and multiattack rate is boosted
      stacks, Seofon enables three straight turns of Charge Attacks when combined with Strike Time and a Mechanic MC, or Huanglong and Chrysaor MC.
  •  Seven-Star's BrillianceAll 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%.
    , 150% C.A. DMG UpCharge attack DMG is boosted
    Strength: 150%Duration: 1 turn
    , and 90% C.A. DMG Cap UpCharge attack DMG cap is boosted
    Strength: 90%Duration: 1 turn
    . (Can't recast.)
    is a powerful skill that enables tremendous burst for a single turn.
    • While  Seven-Star's BrillianceAll 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%.
      , 150% C.A. DMG UpCharge attack DMG is boosted
      Strength: 150%Duration: 1 turn
      , and 90% C.A. DMG Cap UpCharge attack DMG cap is boosted
      Strength: 90%Duration: 1 turn
      . (Can't recast.)
      only gives 100% charge bar, both 150% C.A. DMG UpCharge attack DMG is boosted
      Strength: 150%Duration: 1 turn
      and 90% C.A. DMG Cap UpCharge attack DMG cap is boosted
      Strength: 90%Duration: 1 turn
      last for the entire turn. Combined with his Support Skill, the boost to C.A. DMG equals 200% and the boost to C.A. DMG Cap equals 100%. Kengo, Chrysaor, and other characters with 200% charge bar maximums can potentially deal multiple, powerful Charge Attacks during the buff's duration.
    • Stacks with Bahamut's call.

Synergy

Seofon is in an interesting situation, given that he can potentially have guaranteed TA for the entire duration of a fight. However, this reliability is conditional in that he needs a degree of protection in order to maintain SwordshineATK and multiattack rate is boosted
stacks. It's worth noting that, beyond level 85, Seofon can only lose 2 SwordshineATK and multiattack rate is boosted
stacks per turn, barring any buff removals from enemies, or from using Cuore di LeoneAll 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%.
.
Lower SwordshineATK and multiattack rate is boosted
Multiplier: Perpetuity
lvl by 3.
(Requires SwordshineATK and multiattack rate is boosted
Multiplier: Perpetuity
lvl 3 or higher.)
. This means that, once he reaches level 85, Seofon only needs 3 turns of protection at any given time in order to reach 5 stacks of SwordshineATK and multiattack rate is boosted
, which he can then maintain, unaided, for the rest of the fight.

As a result, instead of the traditional multi-attack support that most characters want, or need, to reach full potential, Seofon instead really wants defensive support and Supplemental Damage.

Characters

Wind Sword characters for Ultima Sword compositions: Jeanne d'Arc (Summer), Korwa (SR), Lancelot (Wind), Lecia (Grand), Melissabelle, Monika (Grand), Siegfried (Yukata), Yuel (Summer), Yuisis, Yurius

  • Rosetta (Grand) Might be one of the best partners for Seofon, providing both powerful ATK buffs and attack redirection in one ability. Seofon, likewise, proves to be a solid partner in return, acting as a charge bar battery through his constant Charge Attacks.
  • Niyon: While many of her buffs overlap with Seofon's self-buffs, Comatose is a powerful debuff that can help Seofon reach max SwordshineATK and multiattack rate is boosted
    stacks safely.
  • Andira: Powerful all-round Wind character, with some nice ATK buffs. While the Hostility UpMore likely to be attacked
    attached to Sage of EternityGrant an ally Shield (2500)Next ATK received will be ineffective for a fixed amount
    Strength: 2500Duration: 3 turns
    for 3 turns and Full Hostility100% chance to be targeted by one-ally attacks (Can't be removed)
    Duration: 1 turn Full hostility has the same properties as Substitute, but has lower targeting priority than Substitute
    for 1 turn.
    At level 75:
    Shield endurance increased to Shield (3500)Next ATK received will be ineffective for a fixed amount
    Strength: 3500Duration: 3 turns
    .
    At level 90:
    Shield endurance further increased to Shield (4000)Next ATK received will be ineffective for a fixed amount
    Strength: 4000Duration: Indefinite
    and now has indefinite duration.
    Also grants 30% Bonus Wind DMGDeals bonus wind DMG for one-foe one-ally attacks (Ends upon taking DMG)
    Strength: 30%Duration: Until hit
    (Ends upon taking damage).
    is unappealing for Seofon, the 30% Bonus Wind DMGDeals bonus wind DMG for one-foe one-ally attacks
    Strength: 30%
    can be very powerful in his hands.
  • Monika (Grand)/ Siegfried (Yukata): Provide Hostility UpMore likely to be attacked
    that lasts for 3 turns, as well as Sword Specialization.
  • Yuel (Summer): Provides her own personal MA buffs, and party wide 10% Bonus Wind DMGDeals bonus wind DMG for one-foe one-ally attacks
    Strength: 10%Duration: 3.5 turnsStacking: AApplied during the attack phase.
    On the next turn, it'll have 3 turns remaining.
    after Charge Attack.
  • Korwa (SR): Can grant Seofon AdolescenceDouble attack rate is boosted / Triple attack rate is boosted
    Special buff
    , RadiantHype is boosted every turn (Max: Lvl 4 [Effect duration extends after reaching lvl 4] / Ends upon taking DMG)
    and Dodge AllTakes no DMG or debuffs while in effect for a set period
    , which greatly increases attack due to HypeATK is boosted
    from RadiantHype is boosted every turn (Max: Lvl 4 [Effect duration extends after reaching lvl 4] / Ends upon taking DMG)
    stacks with every ATK Up buffs, besides allowing Seofon to evade foe's attacks. The duration of HypeATK is boosted
    extends virtually as long as Seofon doesn't get hit.
  • Levi/ Heles (Wind): Powerful, but perhaps unorthodox choices with Seofon. Packing their own powerful TA buffs, they allow for greedier grid building, focusing purely on increasing auto-attack damage and cap. However, having all three characters on one team might re-emphasize Heles (Wind)'s and Seofon's weaknesses.
  • Carmelina/ Petra (SSR): Less powerful choices, but their Mirror ImageNext one-to-one attack received will be ineffective
    (Effect removed on next all-foe all-ally attack)
    support helps Seofon to avoid damage and maintain SwordshineATK and multiattack rate is boosted
    stacks.

Main Character

The Main Character has a couple of different options for optimizing Seofon's damage or protecting him.

  • Spartan is a good choice for players using Ultima Sword or Atma Sword, providing two defensive skills in  GuardianGain DEF UpDEF is boosted
    Duration: 3 turns
    and Hostility UpMore likely to be attacked
    Strength: 50Duration: 3 turns
    .
    (Consumes 30% of charge bar.)
    and  Centurion IITarget ally gains UnchallengedNext DMG received will be ineffective
    Duration: 3 turns or 1 hit
    .
    . Spartan becomes a better choice if you can find other sources of Supplemental Damage.
  • As mentioned above, Kengo/Samurai and Chrysaor are uniquely positioned to take advantage of Seofon's CA boosting powers. Chrysaor in particular, with it's ability to perform two Charge Attacks through  Dual ArtsGain C.A. ReactivationCharge attack reactivates
    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.)
    , as well as its Sword Specialization, can be very powerful. While Chrysaor offers little utility to the team, or to Seofon, the additional power and flexibility of two separate Charge Attacks may be worth consideration.
  • While not sword specialty classes, these suggestions merit consideration in mixed specialty teams.
    •  ChaserAll allies gain 20% Bonus DMGDeals bonus DMG for one-foe one-ally attacks
      Strength: 20%Duration: 3 turns
      .
      and  ChokeAll allies gain Attack AllAttacks each foe
      Duration: 3 turns
      .
      both become stronger the more consistent your attackers are. While Chaser is often outperformed by other forms of Supplemental Damage from other characters, Choke is a more unique skill that effectively increases auto-attack damage based on the number of enemies present.
    •  Dragon BreakConsume all Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

      Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

      Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

      Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

      Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

      Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
      to grant all allies 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

      Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

      Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

      Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

      Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

      Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
      ) Bonus DMGDeals bonus DMG for one-foe one-ally attacks
      Strength: 10% x (Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

      Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

      Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

      Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

      Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

      Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
      )
      (Max: 80%)Duration: 1 turn
      . (Max: 80%.) (Cannot be used without Magic CirclesFire CircleA magic circle possessing the power of fire (Max: 2 / Can't be removed)

      Water CircleA magic circle possessing the power of water (Max: 2 / Can't be removed)

      Earth CircleA magic circle possessing the power of earth (Max: 2 / Can't be removed)

      Wind CircleA magic circle possessing the power of wind (Max: 2 / Can't be removed)

      Light CircleA magic circle possessing the power of light (Max: 2 / Can't be removed)

      Dark CircleA magic circle possessing the power of dark (Max: 2 / Can't be removed)
      .)
      is a much stronger, but also much harder to use source of Supplemental Damage. While it's 1 turn duration is an obvious downside, the potential upside is much higher when combined with other 1 turn or 1 attack buffs, when compared to Chaser.
    • Nighthound offers a combination of defensive and offensive skills through  Frequency JamAll allies gain ~35% Dodge Rate UpImmune to DMG and debuffs for a fixed amount while in effect
      Strength: ~35%Duration: 2 turns
      and 40% / 40% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
      Strength: 40% chance of dealing 40% more damage.Duration: 2 turns
      .
      and  Twilight ZoneDeploy the Twilight ZoneWhen superior element, DMG is boosted for fire, water, earth and wind attacks
      Field effect
      field effect.
      . Twilight Zone is less effective if you're already reaching cap, and Frequency Jam isn't incredibly reliable, but combined they offer a good mix of support. When equipped with Maverick, Nighthound also provides SubstituteReceives foe attack in place of an ally
      (Excludes all-foe all-ally attacks)
      through  Evasive Maneuvers800% elemental damage to a foe.
      gain 100% ATK UpATK is boosted
      Strength: 100%Duration: 1 turn
      , Dodge AllTakes no DMG or debuffs while in effect
      Duration: 1 turn
      , and Bonus Effect on DodgeBlind foes upon dodging
      Duration: 1 turn Will deal large damage and inflict blind on all foes.
      .
      .
    • Luchador can help protect Seofon with  Knifehand StrikeGain Counters on DMG (3 times)Counters upon taking DMG
      Strength: 350% DMGDuration: 2 turnsCounter attacks grant 5% charge bar per hit.
      , 30% DEF UpDEF is boosted
      Strength: 30%Duration: 2 turns
      , and Hostility UpMore likely to be attacked
      Strength: 20Duration: 2 turns
      .
      , particularly when using Championship Belt.  Tag TeamAll allies attack without using up a turn. can also be a great way to capitalize on max SwordshineATK and multiattack rate is boosted
      stacks.

Extended Mastery Perks

Seofon Stars: 12 EMP: 78
ZenithAtk.pngATK
★☆☆★★☆★★★
+500+800+1000
ZenithDef.pngDEF
★☆☆★★☆★★★
5%8%10%
ZenithDA.pngDouble Attack Rate
★☆☆★★☆★★★
3%5%6%
ZenithCritHit.pngCritical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
ZenithCADmg.pngCharge Attack Damage
★☆☆★★☆★★★
10%15%20%
☆☆☆ ☆☆☆ ☆☆☆ ★★★ ★★★
ZenithAtk.pngATK
★☆☆★★☆★★★
+500+800+1000
ZenithDef.pngDEF
★☆☆★★☆★★★
5%8%10%
ZenithHP.pngHP
★☆☆★★☆★★★
250500750
ZenithDA.pngDouble Attack Rate
★☆☆★★☆★★★
3%5%6%
ZenithCritHit.pngCritical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
☆☆☆ ☆☆☆ ☆☆☆ ☆☆☆ ★★★
ZenithAtk.pngATK
★☆☆★★☆★★★
+500+800+1000
ZenithCADmg.pngCharge Attack Damage
★☆☆★★☆★★★
10%15%20%
ZenithHostilityDown.pngHostility Down
★☆☆★★☆★★★
-3-4-5
ZenithDodge.pngDodge Rate Up
★☆☆★★☆★★★
1%2%3%
ZenithSupportSkill.pngSlight chance to dodge all attacks from foes
☆☆☆ ★★★ ☆☆☆ ☆☆☆ ☆☆☆
Last update: 2020-01-27

Gamewith's recommended EMP build for Seofon.

Priorities[edit]

Prioritize Critical first, followed by CA DMG. It's important to take the CA DMG nodes for enemies with high defense even if you're already hitting the cap in normal situations.

Seofon Stars: 15 EMP: 120
ZenithAtk.pngATK
★☆☆★★☆★★★
+500+800+1000
ZenithDef.pngDEF
★☆☆★★☆★★★
5%8%10%
ZenithDA.pngDouble Attack Rate
★☆☆★★☆★★★
3%5%6%
ZenithCritHit.pngCritical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
ZenithCADmg.pngCharge Attack Damage
★☆☆★★☆★★★
10%15%20%
☆☆☆ ☆☆☆ ☆☆☆ ★★★ ☆☆☆
ZenithAtk.pngATK
★☆☆★★☆★★★
+500+800+1000
ZenithDef.pngDEF
★☆☆★★☆★★★
5%8%10%
ZenithHP.pngHP
★☆☆★★☆★★★
250500750
ZenithDA.pngDouble Attack Rate
★☆☆★★☆★★★
3%5%6%
ZenithCritHit.pngCritical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
☆☆☆ ☆☆☆ ☆☆☆ ☆☆☆ ★★★
ZenithAtk.pngATK
★☆☆★★☆★★★
+500+800+1000
ZenithCADmg.pngCharge Attack Damage
★☆☆★★☆★★★
10%15%20%
ZenithHostilityDown.pngHostility Down
★☆☆★★☆★★★
-3-4-5
ZenithDodge.pngDodge Rate Up
★☆☆★★☆★★★
1%2%3%
ZenithSupportSkill.pngSlight chance to dodge all attacks from foes
☆☆☆ ☆☆☆ ★★★ ★★★ ★★★
Last update: 2018-09-21

Priorities[edit]

Please note that Seofon's November 2019 rebalance negates most of the advice in this build.

With his final upgrades, Seofon's EMP priorities change quite a bit. With the increased cap on his Status Swordshine.pngSwordshineATK and multiattack rate is boosted
s and easier maintenance on them, Seofon will functionally always triple attack. As such, take Hostility Down and Dodge first to keep his Status Swordshine.pngSwordshineATK and multiattack rate is boosted
s up as frequently as possible, and then Critical. For QoL reasons, finally, take his Support skill: at 3★, it extends the duration of Status Swordshine.pngSwordshineATK and multiattack rate is boosted
enough that it will never expire before they are spent on Cuore di LeoneAll 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%.
.
Lower Status Swordshine.pngSwordshineATK and multiattack rate is boosted
Multiplier: Perpetuity
lvl by 3.
(Requires Status Swordshine.pngSwordshineATK and multiattack rate is boosted
Multiplier: Perpetuity
lvl 3 or higher.)
or Seven-Star's BrillianceAll 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%.
, Status Defiance.png150% C.A. DMG UpCharge attack DMG is boosted
Strength: 150%Duration: 1 turn
, and Status CA DMG Cap.png90% C.A. DMG Cap UpCharge attack DMG cap is boosted
Strength: 90%Duration: 1 turn
. (Can't recast.)
.

Take C.A. DMG only if you aren't capping charge attack damage.

Resources

This article is issued from Wiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.