Magisa (Holiday)/Strategy
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Ratings
| Magisa (Holiday) | |||||
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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.
GainWasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
Duration: Indefinite. andMalleus 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 gainCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%.
(From 10th turn onward: Consumes allWasteland 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)
viaSerenadeAll 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, andRefreshHP 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, andRefreshHP is restored on every turn
Strength: 5% of max HP (Healing cap: 500)Duration: 3 turns. provides a crest to all alliesO Holy Night Ray400% Earth damage to a foe (Damage cap: ~500,000) and remove 1 buff.
GainWasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
Duration: Indefinite. quickly stacks her own crestsThe 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
All allies gain
Strength: 20%.
(From 10th turn onward: Consumes all
.
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
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, andRefreshHP 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 ofMirror 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
- Ideally used on cooldown due to The Jolliest WitchBoost to Earth allies' C.A. specs based on their number of
O Holy Night Ray400% Earth damage to a foe (Damage cap: ~500,000) and remove 1 buff.
GainWasteland 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 gainCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%.
(From 10th turn onward: Consumes allWasteland 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
- The Morax attack and 50% echo (at three and four crests respectively) enable most of
- 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
- Ideally used only when Magisa has four or more
Land Eruption300%-350% Earth damage to all foes (Damage cap: ~400,000).
All allies gainCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%.
(From 10th turn onward: Consumes allWasteland 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
- Effectively activates six times at five crests, dealing astronomical damage and providing all allies
- 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
- Should generally be used as many times as possible provided Magisa has five
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
All allies gain
Strength: 20%.
(From 10th turn onward: Consumes all
.
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
All allies gain
Strength: 20%.
(From 10th turn onward: Consumes all
.
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
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 andWasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
Duration: Indefinite.
At level 75:
Effect enhanced.
At level 100:
All allies also gain50% / 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 andKeenSupplemental 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 gain20% Earth ATK UpEarth ATK is boosted
Strength: 20%Duration: 5 turns and20% 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 gainWasteland CrestEarth magic is amplified (Max: 5 / Can't be removed)
and25% Earth ATK UpEarth ATK is boosted
Strength: 25%Duration: 3 turns., andBeginning of JokerBeginning of Joker: Copy an ally's skill.
(Skill changes to End of Joker upon casting.)
End of Joker: All Earth allies gain30% 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, andVeilDebuffs 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 setupCagliostro 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 gainCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%.
(From 10th turn onward: Consumes allWasteland 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
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 allDrum 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 downtimeFinding Flight200%-250% Earth damage to a foe (Damage cap: ~380,000).
Inflict10% DEF DownDEF is lowered
Strength: 10%Base Accuracy: 100%Duration: 180 secondsStacking: Single and20% Earth DEF DownDEF is lowered for earth DMG
Strength: 20%Base Accuracy: 85%Duration: 180 seconds.
At level 75:
Debuff strength increased to15% DEF DownDEF is lowered
Strength: 15%Base Accuracy: 100%Stacking: Single and25% 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 inflict100% DA DownDouble attack rate is lowered
Strength: 100%Base Accuracy: 100%Duration: 180 seconds and50% 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 downtimeUnleash 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 ofFeedbackMultiattack 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 duringEarthen 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 gainCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%.
(From 10th turn onward: Consumes allWasteland 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.Rising Force's skills are also quite powerful, albeit with high-ish cooldowns. - The same is true for many of Earth's premier charactersExamples (not exhaustive):.
- As a result, it becomes increasingly tempting to just... use them all again!
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 gainCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%.
(From 10th turn onward: Consumes allWasteland 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 gainCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%.
(From 10th turn onward: Consumes allWasteland 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 ofFeedbackMultiattack 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.), andDeltaMassive 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 allDrum 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 5Magic 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 additionalLand Eruption300%-350% Earth damage to all foes (Damage cap: ~400,000).
All allies gainCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%.
(From 10th turn onward: Consumes allWasteland 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].) andUnleash 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 ofFeedbackMultiattack 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 gain30% 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, andVeilDebuffs 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 moreBlank 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 5Magic 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)
- Her damage focus benefits greatly from the