Shura/Strategy

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Ratings

Shura 9.1This character's rating from GameWith out of 10 8.0This character's rating from Kamigame out of 10. This rating is intended for advanced players. 🔰 3This 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
  • 200% maximum charge bar limit, but 50% slower charge bar gain.
  • Consumes charge bar to maintain her powerful self-buff Aquablossom30% of charge bar is consumed each turn / Deals triple attacks and bonus water DMG for normal attacks (Can't be removed)
    , grant party-wide buffs, or inflict DEF Down (Stackable)DEF is lowered (Stackable)
    (up to 40%).
  • Charge bar consumption rate limits her utility and forces you to prioritize between her above abilities.
  • Charge Attack has powerful damage and consumes Flourishing ProwessCharge attack activates (Can't be removed)
    instead of charge bar, but the skill that grants it has a 3-turn initial lockout and a long cooldown.
  • Extremely high passive Seraphic boost, but it only affects herself.
  • Complicated kit makes her hard to fit in any party.

Overview

Shura is a powerful attacker, with moderate utility, and powerful but costly party buff. She can be difficult to handle as most of her kit consumes charge bar. Her extremely lowered charge bar gain means her skills and passive are fighting with each other over a resource in short supply.

Strengths

  • Very strong charge attack.
  • Aquablossom30% of charge bar is consumed each turn / Deals triple attacks and bonus water DMG for normal attacks (Can't be removed)
    is an undispellable and potentially permanent Guaranteed TA and Bonus Damage buff.
  • Can buff the whole party ATK and, conditionally, Damage cap with  Battleplan: Canon of BaoBattleplan: Canon of Bao: All allies gain 20% ATK UpATK is boosted
    Strength: 20%Multiplier: NormalDuration: 3 turnsStacking: Single
    and 20% Water ATK UpWater ATK is boosted
    Strength: 20%Duration: 3 turns
    .
    (Changes to Battleplan: Canon of Shun when charge bar is 120% or above.)
    Battleplan: Canon of Shun: All allies gain 30% ATK UpATK is boosted
    Strength: 30%Multiplier: NormalDuration: 3 turnsStacking: Single
    , 30% Water ATK UpWater ATK is boosted
    Strength: 30%Duration: 3 turns
    , and 30% ATK Up (1 time)ATK is boosted (1 time)
    Strength: 30%Multiplier: AssassinDuration: 1 turn
    .
    (Consumes all of charge bar.)
    .
  •  Flowering Blade1 to 5-hit, 500% Water damage to all foes (Damage cap: ~700,000).
    Inflict 10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
    Strength: 10% (Max: 40%)Duration: 180 seconds
    and 10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
    Strength: 10% (Max: 40%)Duration: 180 seconds
    per hit.
    Consume half of current charge bar.
    (Number of hits increased based on charge bar consumed.)
    lets her contribute greatly toward reaching the ATK Down and DEF Down cap.
  •  Book of TriumphsHas a maximum charge bar limit of 200%.
    Charge bar fills up 50% slower.
    AmplifySeraphic modifier damage against Fire foes by 25%.
    grants her a permanent 25% Seraphic multiplier, 2% higher than the Wand of Charmtide.

Weaknesses

  • Can only charge attack when she has Flourishing ProwessCharge attack activates (Can't be removed)
    , which is locked behind  Cerulean Blossom StanceGain Flourishing ProwessCharge attack activates (Can't be removed)
    Duration: Indefinite
    .
    3 turns of initial cooldown (and subsequent 7 turns of cooldown).
  •  Battleplan: Canon of BaoBattleplan: Canon of Bao: All allies gain 20% ATK UpATK is boosted
    Strength: 20%Multiplier: NormalDuration: 3 turnsStacking: Single
    and 20% Water ATK UpWater ATK is boosted
    Strength: 20%Duration: 3 turns
    .
    (Changes to Battleplan: Canon of Shun when charge bar is 120% or above.)
    Battleplan: Canon of Shun: All allies gain 30% ATK UpATK is boosted
    Strength: 30%Multiplier: NormalDuration: 3 turnsStacking: Single
    , 30% Water ATK UpWater ATK is boosted
    Strength: 30%Duration: 3 turns
    , and 30% ATK Up (1 time)ATK is boosted (1 time)
    Strength: 30%Multiplier: AssassinDuration: 1 turn
    .
    (Consumes all of charge bar.)
    use all of her charge bar and require a strong team and grid to display its full potential.
    • Using it almost always mean losing Aquablossom30% of charge bar is consumed each turn / Deals triple attacks and bonus water DMG for normal attacks (Can't be removed)
      on the next turn.
  •  Flowering Blade1 to 5-hit, 500% Water damage to all foes (Damage cap: ~700,000).
    Inflict 10% ATK Down (Stackable / Max: 40%)ATK is lowered (Stackable)
    Strength: 10% (Max: 40%)Duration: 180 seconds
    and 10% DEF Down (Stackable / Max: 40%)DEF is lowered (Stackable)
    Strength: 10% (Max: 40%)Duration: 180 seconds
    per hit.
    Consume half of current charge bar.
    (Number of hits increased based on charge bar consumed.)
    consumes half of her current charge bar, which often makes it a subpar option.
  •  Book of TriumphsHas a maximum charge bar limit of 200%.
    Charge bar fills up 50% slower.
    AmplifySeraphic modifier damage against Fire foes by 25%.
    reduces by 50% her charge bar gain, which make it difficult to accumulate to use her kit optimally.
  •  Lexicon of WarfareWhile Aquablossom30% of charge bar is consumed each turn / Deals triple attacks and bonus water DMG for normal attacks (Can't be removed)
    Duration: IndefiniteEnds upon not having enough charge bar to consume at end of turn
    is in effect:
    Guaranteed triple attacks and 50% Bonus Water DMG effect.
    (Consumes 30% of charge bar every turn to maintain Aquablossom30% of charge bar is consumed each turn / Deals triple attacks and bonus water DMG for normal attacks (Can't be removed)
    Duration: IndefiniteEnds upon not having enough charge bar to consume at end of turn
    effect.)
    consumes 30% of her charge bar every turn to maintain Aquablossom30% of charge bar is consumed each turn / Deals triple attacks and bonus water DMG for normal attacks (Can't be removed)
    , which is more than she can replenish by herself.

How to Play

Synergy

Extended Mastery Perks

Shura Stars: 6 EMP: 21
ZenithAtk.pngATK
★☆☆★★☆★★★
+500+800+1000
ZenithDef.pngDEF
★☆☆★★☆★★★
5%8%10%
ZenithHP.pngHP
★☆☆★★☆★★★
250500750
ZenithDA.pngDouble Attack Rate
★☆☆★★☆★★★
3%5%6%
ZenithDebuffRes.pngDebuff Resistance
★☆☆★★☆★★★
5%8%10%
☆☆☆ ☆☆☆ ☆☆☆ ☆☆☆ ☆☆☆
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
☆☆☆ ☆☆☆ ☆☆☆ ☆☆☆ ★★★
ZenithCritHit.pngCritical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
ZenithSkillDmg.pngSkill Damage
★☆☆★★☆★★★
10%15%20%
ZenithSkillDmgCap.pngSkill Damage Cap
★☆☆★★☆★★★
5%8%10%
ZenithDebuffAcc.pngDebuff Success Rate Up
★☆☆★★☆★★★
5%8%10%
Perk unknown, please help fill it out
★★★ ☆☆☆ ☆☆☆ ☆☆☆ ☆☆☆
Last update: 2020-04-30

Gamewith's recommended EMP build for Shura.

Priorities[edit]

Since she makes use of her maximum Charge Attack and is set to fight with Triple Attacks afterwards, as an Attacker, it's recommended to prioritise her Critical nodes (★3×2).

If you use her as both Support as well as a skill-based Attacker, Skill Damage Cap (★3) and Double Attack (★2×2) are good choices. For the remaining points, you may want to wait after her Extended Mastery Support Skill has been unlocked.

Resources

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