Vira (Grand)/Strategy

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Ratings

Vira (Grand) 9.6This 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. 🔰 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/Defender
  • Can substitute all-ally attacks with 1000% bonus DEF and debuff immunity
  • Party guaranteed TA and Light ATK UpLight ATK is boosted
    for burst
  • Can Dispel
  • Effectively 40% increased damage against Dark enemies due to passives
  • Managing her bits can be difficult

Overview

Vira is a sturdy and reliable tank, with strong offensive tool for short fight, and can deal a respectable amount of damage. However, she needs specific support from other characters to really shine.

Strengths

  • Aegis MergeReceives all attacks in place of allies
    (Includes all-ally attacks) /
    DEF and debuff resistance are boosted
    (Ends upon using up all Bits)
    is one of the very few Substitute (All-Ally)Receives all attacks in place of allies
    (Includes all-ally attacks)
    kind of buff, which allows Vira to take all attacks, including multi-target ones, in place of her allies.
    • Has a notably long, up to 3 turns, duration.
    • Also removes all debuffs on Vira on cast, makes her immune to debuff, massively boost her defense, and heals her for a moderate amount every time.
  •  Blade of Light800% Light damage to all foes and remove 1 buff effect (Damage cap: ~720,000).
    At level 75:
    Effect enhanced.
    is a powerful nuke, with high innate damage multiplier, making it effective, even with an undeveloped grid. It also remove 1 buff from foes, keeping it circumstantially relevant for more advanced players.
  •  Divine WeaponGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    Duration: 1 turn
    , 20% Charge Bar Gain UpCharge bar gain is boosted
    Strength: 20%Duration: 1 turn
    and 50% Light ATK UpLight ATK is boosted
    Strength: 50%Duration: 1 turn Special buff
    . (Affects all allies when Aegis MergeReceives all attacks in place of allies
    (Includes all-ally attacks) /
    DEF and debuff resistance are boosted
    (Ends upon using up all Bits)
    Duration: Up to 3 turns
    is active.)
    is a very powerful buffing skill, which affect can affect the whole party if Aegis MergeReceives all attacks in place of allies
    (Includes all-ally attacks) /
    DEF and debuff resistance are boosted
    (Ends upon using up all Bits)
    is up, but has a long cooldown.
  • Her Primal Bits passive gives Vira a strong Critical hit rate and final damage against Dark foes buff while she has BitUses 1 Bit per attack (Can't be removed)
    stacks, allowing her to deal a large amount of damage when fighting with the Elemental Advantage.
  • Her Axe Specialty makes her a candidate for a Hollowsky Axe centered team.
    •  Divine WeaponGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
      Duration: 1 turn
      , 20% Charge Bar Gain UpCharge bar gain is boosted
      Strength: 20%Duration: 1 turn
      and 50% Light ATK UpLight ATK is boosted
      Strength: 50%Duration: 1 turn Special buff
      . (Affects all allies when Aegis MergeReceives all attacks in place of allies
      (Includes all-ally attacks) /
      DEF and debuff resistance are boosted
      (Ends upon using up all Bits)
      Duration: Up to 3 turns
      is active.)
      also makes her particularly suitable for that.

Weaknesses

  • The increased defense from Aegis MergeReceives all attacks in place of allies
    (Includes all-ally attacks) /
    DEF and debuff resistance are boosted
    (Ends upon using up all Bits)
    does not protect her from fixed or plain damage.
  •  Aegis MergeRemove all debuffs from Vira. Gain Aegis MergeReceives all attacks in place of allies
    (Includes all-ally attacks) /
    DEF and debuff resistance are boosted
    (Ends upon using up all Bits)
    Duration: Up to 3 turns
    . (Uses up 1 BitUses 1 Bit per attack (Can't be removed)
    every turn. Ends upon using up all BitUses 1 Bit per attack (Can't be removed)
    stacks / Max: 3 turns)
    and  Divine WeaponGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    Duration: 1 turn
    , 20% Charge Bar Gain UpCharge bar gain is boosted
    Strength: 20%Duration: 1 turn
    and 50% Light ATK UpLight ATK is boosted
    Strength: 50%Duration: 1 turn Special buff
    . (Affects all allies when Aegis MergeReceives all attacks in place of allies
    (Includes all-ally attacks) /
    DEF and debuff resistance are boosted
    (Ends upon using up all Bits)
    Duration: Up to 3 turns
    is active.)
    cooldown often don't line up properly.
  • Vira needs to Charge Attack often to keep her BitUses 1 Bit per attack (Can't be removed)
    stacks up, but she can't reliably fill her own charge bar by herself.
  • Her Primal Bits passive, which gives her most of her damage, only works against Dark foes (or Non-Elemental, for the Critical hit rate part).
  • Her Axe Specialty makes her ill-suited for Ultima Weapons centered team.
    • Axe is a niche Ultima Weapon choice, as Axe Specialty characters are rare.
    • While there is several such characters in Light, most of them are limited characters.
    • They also have poor synergy, as most of them have some form of Hostility boosting ability, and actually benefit from being targeted.

How to Play

Vira's most remarkable feature would be the Aegis Merge mode. Whenever she has Aegis Merge activated, she can absorb all the damage for her team, including all-ally attacks. Her 3rd skill, Divine Weapon, is a super self-buff which can also become a team buff if used while Aegis Merge is on. Last but not least, her 2nd skill is Blade of Light, the exact same skill that Luminiera Omega obliterated your team with, offers good all-enemy damage plus a niche dispel.

She is a resource-dependent character. Her unique resource, BitUses 1 Bit per attack (Can't be removed)
, is essential for her to maintain the Aegis Merge mode. She will spend 1 BitUses 1 Bit per attack (Can't be removed)
each round to empower her attacks and using Aegis Merge mode will make it 2 BitUses 1 Bit per attack (Can't be removed)
s per round. She has no alternative ways to recover the BitUses 1 Bit per attack (Can't be removed)
s other than using her Charge Attack. Fortunately, there is no actual penalty for spending all the BitUses 1 Bit per attack (Can't be removed)
s.

Since her only way to recover BitUses 1 Bit per attack (Can't be removed)
s is to use her Charge Attack, it is optimal to use her C.A. as often as possible. However, she has neither a consistent DA/TA self-buff in her skill set nor a DA/TA upgrade in her Extended Mastery Perks. That said, she is slow, and definitely needs a team that is built around her to unleash her full potential. While the timing may be a bit difficult, experienced players will try their best to time Aegis Merge with powerful energy Charge Attacks. With her immense DEF boost and stronger substitute, she will easily be able to tank, and self-heal the damage. Fully protecting your team is her job, and using Divine Weapon while Aegis merge is active is a way for her to put you on the offensive as well.

Use as much uplift, Charge Boost, or such as you can to keep her bits high.

Bit Management

Vira uses a BitUses 1 Bit per attack (Can't be removed)
every turn. Vira will consume an additional BitUses 1 Bit per attack (Can't be removed)
while Aegis Merge is active. To maintain additional damage against Dark enemies, it is important that Vira Charge Attacks frequently to maintain BitUses 1 Bit per attack (Can't be removed)
stacks. For this reason, characters that provide DA/TA or boosts to Charge Meter gain, such as Amira, synergise well with Vira.

Aegis Merge

While Aegis MergeReceives all attacks in place of allies
(Includes all-ally attacks) /
DEF and debuff resistance are boosted
(Ends upon using up all Bits)
defense boost makes Vira sturdy enough to shrug off most damage, it doesn't protect her from fixed damage, à la Proto Bahamut's Skyfall, or Plain Damage, as they both ignore defense. She's particularly vulnerable to the latter, as there is only few ways to deal with them. Dark raids notably make use of Current HP or Max HP based Plain Damage Charge Attacks. While they usually don't kill any characters under normal circumstances, they transform into deadly threats for Vira while she's under Aegis MergeReceives all attacks in place of allies
(Includes all-ally attacks) /
DEF and debuff resistance are boosted
(Ends upon using up all Bits)
effect, as all of the damage will be concentrated on her, meaning Celeste's Azure Lightning "30% of ally's max HP to each respective ally" will effectively turn into a single target "120% of max HP", or Avatar's Apocalypse "Plain damage to all allies based on 50% current HP" into a single target "200% of current HP".
Because of that, it is very important to time properly  Aegis MergeRemove all debuffs from Vira. Gain Aegis MergeReceives all attacks in place of allies
(Includes all-ally attacks) /
DEF and debuff resistance are boosted
(Ends upon using up all Bits)
Duration: Up to 3 turns
. (Uses up 1 BitUses 1 Bit per attack (Can't be removed)
every turn. Ends upon using up all BitUses 1 Bit per attack (Can't be removed)
stacks / Max: 3 turns)
usage to avoid throwing Vira in front of a trigger that could easily have been ignored if the damage had been split between all characters. A few things to keep in mind:

  • Because BitUses 1 Bit per attack (Can't be removed)
    are consumed at the end of the turn, using  Aegis MergeRemove all debuffs from Vira. Gain Aegis MergeReceives all attacks in place of allies
    (Includes all-ally attacks) /
    DEF and debuff resistance are boosted
    (Ends upon using up all Bits)
    Duration: Up to 3 turns
    . (Uses up 1 BitUses 1 Bit per attack (Can't be removed)
    every turn. Ends upon using up all BitUses 1 Bit per attack (Can't be removed)
    stacks / Max: 3 turns)
    with 6 BitUses 1 Bit per attack (Can't be removed)
    or 5 BitUses 1 Bit per attack (Can't be removed)
    will both result in a 3 turns Aegis MergeReceives all attacks in place of allies
    (Includes all-ally attacks) /
    DEF and debuff resistance are boosted
    (Ends upon using up all Bits)
    . Similarly 4 and 3 will result in 2 turns, and 2 and 1 in 1 turn.
    • Thanks to that, it is possible to delay its usage without wasting duration.
    • It also allows to plan for Aegis MergeReceives all attacks in place of allies
      (Includes all-ally attacks) /
      DEF and debuff resistance are boosted
      (Ends upon using up all Bits)
      to be active at a later turn.
  • Using  Aegis MergeRemove all debuffs from Vira. Gain Aegis MergeReceives all attacks in place of allies
    (Includes all-ally attacks) /
    DEF and debuff resistance are boosted
    (Ends upon using up all Bits)
    Duration: Up to 3 turns
    . (Uses up 1 BitUses 1 Bit per attack (Can't be removed)
    every turn. Ends upon using up all BitUses 1 Bit per attack (Can't be removed)
    stacks / Max: 3 turns)
    with less than 5 BitUses 1 Bit per attack (Can't be removed)
    , and then using Vira's Charge Attack to refill her BitUses 1 Bit per attack (Can't be removed)
    will allow Aegis MergeReceives all attacks in place of allies
    (Includes all-ally attacks) /
    DEF and debuff resistance are boosted
    (Ends upon using up all Bits)
    to last the full 3 turns.
  • Aegis MergeReceives all attacks in place of allies
    (Includes all-ally attacks) /
    DEF and debuff resistance are boosted
    (Ends upon using up all Bits)
    will never last more than 3 turns, even if there are BitUses 1 Bit per attack (Can't be removed)
    remaining.

Good knowledge of a boss Charge Attacks, Triggers, and how fast your team can push a boss past said triggers are also necessary to make sure Aegis MergeReceives all attacks in place of allies
(Includes all-ally attacks) /
DEF and debuff resistance are boosted
(Ends upon using up all Bits)
is active when you need it to be, and not active when you don't want it to.

Synergy

Vira synergizes well with any character or class that offers DA/TA or charge bar buffs, to help her Charge Attack often and keep her BitUses 1 Bit per attack (Can't be removed)
stacks high. She can also use any additional defensive buffs and healing available, in order to maintain optimal performance, particularly in Mittron's Bow or Eden based grids, or even stay alive in harder fights. Prioritize other buff over DEF UpDEF is boosted
however, as their effect will be greatly diluted in her already immense defense.

Characters

  • Amira is particularly noteworthy because of her  Bal-SagothAll allies gain 30% DA UpDouble attack rate is boosted
    Strength: 30%Duration: 3 turns
    , 15% TA UpTriple attack rate is boosted
    Strength: 15%Duration: 3 turns
    , and 25% Charge Bar Gain UpCharge bar gain is boosted
    Strength: 25%Duration: 3 turns
    .
    At level 55:
    Buff increased to 30% Charge Bar Gain UpCharge bar gain is boosted
    Strength: 30%Duration: 3 turns
    .
    , which provides the party with DATA and charge bar speed, and her Melee Specialty, making her suitable for a Hollowsky Axe centered party.
  • Similarly, Kumbhira's  Reckless Abandon500% Light damage to a foe (Damage cap: ~630,000).
    All allies gain Reckless AbandonDouble attack rate is boosted / Triple attack rate is boosted / DMG and DMG cap for one-foe attacks and counterattacks are boosted (Can't be removed)
    Duration: 3 turns
    . (Boost to specs based on number of casts [Max: 5].)
    as well as her Queen of Boars passive allow her to provide a high uptime DATA buff to the party, and she's also suitable for a Hollowsky Axe team thanks to her Axe Specialty.
    • Although very niche, an Ultima Axe can also be considered with her.
    •  Flowering BrillianceGain Hostility UpMore likely to be attacked
      Duration: 3 turns
      , Counters on DMG (3 times)Counters upon taking DMG
      Strength: 100%Duration: 3 turnsCounter attacks grant 4% charge bar per hit (includes Recklessness Incarnate).
      , and 5% Boost to Charge Bar upon Taking DMGCharge bar will be boosted upon taking DMG
      Strength: 5%Duration: 3 turns
      (Max: 50%).
      usage should be carefully timed, as using it while Vira's  Aegis MergeRemove all debuffs from Vira. Gain Aegis MergeReceives all attacks in place of allies
      (Includes all-ally attacks) /
      DEF and debuff resistance are boosted
      (Ends upon using up all Bits)
      Duration: Up to 3 turns
      . (Uses up 1 BitUses 1 Bit per attack (Can't be removed)
      every turn. Ends upon using up all BitUses 1 Bit per attack (Can't be removed)
      stacks / Max: 3 turns)
      is active would be pointless.
  • Other characters helpful with charge bar generation include:
  • Due to her guaranteed Crit while she has BitUses 1 Bit per attack (Can't be removed)
    , Vira can easily take advantage of Silva (Light)'s Spotter passive.
  • Fif's  ReincarnationGrant an ally Magic TorrentRecovers once from a knockout while in effect /
    ATK is boosted /
    DEF is boosted /
    Double attack rate is boosted /
    Triple attack rate is boosted
    (Can't be removed)
    Strength: 50% HP Revive / 20% ATK / 20% DEF / 15% DA / 5% TAMultiplier: PerpetuityDuration: 15 turns
    .
    can be a great safety net for Vira, to protect her from mishaps when using  Aegis MergeRemove all debuffs from Vira. Gain Aegis MergeReceives all attacks in place of allies
    (Includes all-ally attacks) /
    DEF and debuff resistance are boosted
    (Ends upon using up all Bits)
    Duration: Up to 3 turns
    . (Uses up 1 BitUses 1 Bit per attack (Can't be removed)
    every turn. Ends upon using up all BitUses 1 Bit per attack (Can't be removed)
    stacks / Max: 3 turns)
    .  Five-Soul's CharityRevive all allies with full HP.
    All non-revived allies gain Lethal Attack Dodged (1 time)Can withstand lethal DMG (Leaves 1 HP)
    Duration: Indefinite
    . (Can't recast.)
    can also be used as an additional layer of protection.

Classes

  • Berserker's Axe Specialty makes it a good fit for Hollowsky Axe and Ultima Axe centered parties, indirectly boost Vira's Charge Bar with frequent Charge Attack, and can use as Main Weapon some of the weapons Vira benefits the most from.
  • Spartan's  Centurion IITarget ally gains UnchallengedNext DMG received will be ineffective
    Duration: 3 turns or 1 hit
    .
    can be used Help Vira survive a Fixed Damage Charge Attack, like Proto Bahamut's Skyfall.
  • Warlock's  ChaserAll allies gain 20% Bonus DMGDeals bonus DMG for one-foe one-ally attacks
    Strength: 20%Duration: 3 turns
    .
    , Luchador's  Tag TeamAll allies attack without using up a turn. or Runeslayer's  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)
    .)
    can be used in combination with  Divine WeaponGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    Duration: 1 turn
    , 20% Charge Bar Gain UpCharge bar gain is boosted
    Strength: 20%Duration: 1 turn
    and 50% Light ATK UpLight ATK is boosted
    Strength: 50%Duration: 1 turn Special buff
    . (Affects all allies when Aegis MergeReceives all attacks in place of allies
    (Includes all-ally attacks) /
    DEF and debuff resistance are boosted
    (Ends upon using up all Bits)
    Duration: Up to 3 turns
    is active.)
    for one turn of massive damage.
  • Chaos Ruler's  UprisingTarget ally gains 50% ATK UpATK is boosted
    Strength: 50%Duration: 3 turns
    , 30~35% DA UpDouble attack rate is boosted
    Strength: 30~35%Duration: 3 turns
    , and 20% UpliftedCharge bar is boosted on every turn
    Strength: 20%Duration: 3 turns
    .
    can help Vira steadily build Charge Bar, particularly when used with Original Sin (Light)'s Emblem of Devilry effect.
  • Elysian's  Call of the AbyssHarp: All allies gain 80% DA UpDouble attack rate is boosted
    Strength: 80%
    , 30% TA UpTriple attack rate is boosted
    Strength: 30%
    , and Charge Bar Gain LoweredCharge bar gain is lowered
    Strength: 35%
    .
    Dagger: All allies gain 40% DA UpDouble attack rate is boosted
    Strength: 40%
    , 10% TA UpTriple attack rate is boosted
    Strength: 10%
    , and Charge Bar Gain LoweredCharge bar gain is lowered
    Strength: 35%
    .
    greatly boost Multi Attack Rate, and help with Charge Bar generation, if Charge Bar Gain LoweredCharge bar gain is lowered
    is cleared or by using Chanteuse Angelique (Light) with an Emblem of Divinity as Main Weapon. Alternatively, Vira can clear it from herself by using  Aegis MergeRemove all debuffs from Vira. Gain Aegis MergeReceives all attacks in place of allies
    (Includes all-ally attacks) /
    DEF and debuff resistance are boosted
    (Ends upon using up all Bits)
    Duration: Up to 3 turns
    . (Uses up 1 BitUses 1 Bit per attack (Can't be removed)
    every turn. Ends upon using up all BitUses 1 Bit per attack (Can't be removed)
    stacks / Max: 3 turns)
    .
  • Apsaras's Axe Specialty makes it a good fit for Hollowsky Axe and Ultima Axe centered parties, can boost Vira's Charge Bar with  Thunder on the Water300% elemental damage to one enemy. (Damage cap: ~640,000.)
    Spear: Inflict Break Boosted (Time)Break mode time is extended
    to one enemy in Break.
    All parties gain 10% Skill DMG UpSkill DMG is boosted
    Strength: 10%Duration: 2 turns
    .
    Axe: Mode bar cut to one enemy in Overdrive.
    All allies gain Charge Bar +20%Instantly boosts Charge Bar by 20%
    Strength: 20%
    .
    and  Swan SongAll parties gain 10% Charge Bar Gain UpCharge bar gain is boosted
    Strength: 10%Duration: 3 turns
    .
    Spear: All parties gain 80% / 20% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
    Strength: 80% chance of dealing 20% more damage.Duration: 3 turns
    .
    Axe: All allies gain DrainDamage dealt is partially absorbed to HP
    Strength: (Healing cap: 800)Duration: 3 turns
    and 10% Debuff Success BoostedDebuff success rate is boosted
    Strength: 10%Duration: 3 turns
    .
    , and can use as Main Weapon some of the weapons Vira benefits the most from.

Main Weapons

  • True Purity Sunblade both inflict BlindedAttacks have a slight chance to miss
    Duration: 2.5 turnsLocal status effectApplied during the attack phase.
    On the next turn, it'll have 2 turns remaining.
    on a foe, and give 10% UpliftedCharge bar is boosted on every turn
    Strength: 10%Duration: 2.5 turnsApplied during the attack phase.
    On the next turn, it'll have 2 turns remaining.
    to the party, helping Vira survive and providing her with Charge Bar.
    • This weapon is particularly well suited to Berserker, because of its ability to Charge Attack often.
    • Vira also protects the MC, helping maintain the Sunveil's Radiance passive at its maximum.
  • Certificus, Vira's own character weapon, boost the party Multi Attack Rate on Charge Attack, at 4★.
  • Huanglong Spear and Ultima Weapons are also notable for providing Charge Bar speed and Double Attack Rate boost, respectively.

Summons

  • The Star (SSR)'s Call provides a large boost to Triple Attack Rate, at the cost of an increase in damage received, which Vira can help mitigate.

Extended Mastery Perks

Vira (Grand) Stars: 8 EMP: 36
ZenithAtk.pngATK
★☆☆★★☆★★★
+500+800+1000
ZenithDef.pngDEF
★☆☆★★☆★★★
5%8%10%
ZenithDef.pngDEF
★☆☆★★☆★★★
5%8%10%
ZenithHP.pngHP
★☆☆★★☆★★★
250500750
ZenithDarkDmgDown.pngDark Damage Down
★☆☆★★☆★★★
2%4%5%
☆☆☆ ☆☆☆ ☆☆☆ ☆☆☆ ☆☆☆
ZenithAtk.pngATK
★☆☆★★☆★★★
+500+800+1000
ZenithDef.pngDEF
★☆☆★★☆★★★
5%8%10%
ZenithHP.pngHP
★☆☆★★☆★★★
250500750
ZenithLightAtk.pngLight ATK Up
★☆☆★★☆★★★
5%8%10%
ZenithCADmg.pngCharge Attack Damage
★☆☆★★☆★★★
10%15%20%
☆☆☆ ☆☆☆ ☆☆☆ ★★☆ ★★★
ZenithDef.pngDEF
★☆☆★★☆★★★
5%8%10%
ZenithHP.pngHP
★☆☆★★☆★★★
250500750
ZenithSkillDmg.pngSkill Damage
★☆☆★★☆★★★
10%15%20%
ZenithSkillDmgCap.pngSkill Damage Cap
★☆☆★★☆★★★
5%8%10%
ZenithSupportSkill.pngSlight chance of a 1-turn cut to skill cooldown with every one-foe attack
☆☆☆ ☆☆☆ ☆☆☆ ☆☆☆ ★★★
Last update: 2017-11-20

Gamewith's recommended EMP build for Vira (Grand).

Priorities[edit]

Prioritise CA DMG first, followed by Light ATK. Her Extended Mastery Support Skill has a low trigger rate at 3★, but as she doesn't have many good masteries, it is very useful when it does trigger and recommended to get it next. DEF has a low priority as Aegis MergeRemove all debuffs from Vira. Gain Status Aegis Merge.pngAegis MergeReceives all attacks in place of allies
(Includes all-ally attacks) /
DEF and debuff resistance are boosted
(Ends upon using up all Bits)
Duration: Up to 3 turns
. (Uses up 1 Status Bit 1.pngBitUses 1 Bit per attack (Can't be removed)
every turn. Ends upon using up all Status Bit 1.pngBitUses 1 Bit per attack (Can't be removed)
stacks / Max: 3 turns)
already gives a huge amount of DEF. Therefore HP, Dark DMG Down and Skill DMG/Skill DMG Cap are good options to finish out her masteries.

Resources

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