New Generations/Strategy
| Game | Strategy | Lore | Voice |
Ratings
| New Generations | |||||
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Overview
New Generations utilize linked skills to fill three different support roles: Charge Attack enabler, debuffer, and healer. Furthermore,
has a unique gimmick of granting a different effect during normal attacks based on hits dealt per turn—and because they have guaranteed Triple Attacks all three effects will always activate.
Strengths
- Guaranteed triple attacks ensures constant damage output, and guarantees all three effects from
Magical BondsFirst hit of normal attacks boosts all allies' light ATK / Second hit of normal attacks lowers a foe's light DEF / Third hit of normal attacks deals bonus light DMG (Stackable / Can't be removed)
. - Grants party-wide
Light ATK Up (Stackable)Light ATK is boosted (Stackable)
throughMagical BondsFirst hit of normal attacks boosts all allies' light ATK / Second hit of normal attacks lowers a foe's light DEF / Third hit of normal attacks deals bonus light DMG (Stackable / Can't be removed)
, with a relatively low 2-turn downtime. (Its 2.5-turn duration is refreshed every turn until Magical Bonds' 3-turn duration ends, making its actual duration 5.5 turns.) - Inflicts 5%
Light DEF Down (Stackable)DEF is lowered for light DMG (Stackable)
(Max: 20%) whileMagical BondsFirst hit of normal attacks boosts all allies' light ATK / Second hit of normal attacks lowers a foe's light DEF / Third hit of normal attacks deals bonus light DMG (Stackable / Can't be removed)
is in effect, which is a rare type of DEF Down that will help reach the 50% DEF Down cap. - Fills three support roles depending on the linked skill used:
Peaceful SmileAll allies gain Charge Bar +15%Instantly boosts Charge Bar by 15%
Strength: 15% and20% Charge Bar Gain UpCharge bar gain is boosted
Strength: 20%Duration: 1 turn .
At level 55:
Effect increased toCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%. provides party-wideCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20% and20% Charge Bar Gain UpCharge bar gain is boosted
Strength: 20% to accelerate Charge Attack rate.ColdcageCan't attack
Local status effect fromIolite Bloom400% Light damage to all foes (Damage cap: ~500,000).
InflictColdcageCan't attack
Base Accuracy: 70%Duration: 1-2 turnsLocal status effect. can prevent enemy attacks.- Sustains the party and clears debuffs with
Happiness StarRestore 20% of all allies' HP (Healing cap: 1500) and remove 1 debuff..
- Resets linked skills' cooldown on Charge Attack, allowing them to reuse their abilities sooner.
- Sabre and Gun proficiencies are popular picks for Atma/Ultima Weapon-based parties.
Weaknesses
- Lower charge bar gain hinders their Charge Attack rate.
- Due to linked skills, party can't gain multiple benefits in one turn without some form of skill cooldown reset (such as 3★
QilinDelta Massive Dark damage to all foes. Reset all allies' skill cooldowns.).
How to Play
- Immediately cast
Nagareboshi KisekiGain Magical BondsFirst hit of normal attacks boosts all allies' light ATK / Second hit of normal attacks lowers a foe's light DEF / Third hit of normal attacks deals bonus light DMG (Stackable / Can't be removed)
Duration: 3 turns. at turn 1 to gain benefits from their normal attacks. To maximize the buffs and debuffs, the skill should be casted where they would not deal Charge Attack within 3 turns after the skill activates.- Later, the skill can be casted intentionally even if they would deal Charge Attack during that duration, to refresh the debuff duration.
- Cast
Peaceful SmileAll allies gain Charge Bar +15%Instantly boosts Charge Bar by 15%
Strength: 15% and20% Charge Bar Gain UpCharge bar gain is boosted
Strength: 20%Duration: 1 turn .
At level 55:
Effect increased toCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%. to make party generates faster charge bar in one turn. - Cast
Iolite Bloom400% Light damage to all foes (Damage cap: ~500,000).
InflictColdcageCan't attack
Base Accuracy: 70%Duration: 1-2 turnsLocal status effect. to potentially stop foe from attacking, preferably before foe able to deal Charge Attack. - Cast
Happiness StarRestore 20% of all allies' HP (Healing cap: 1500) and remove 1 debuff. when party needs healing and debuff clearing. - Place them at 4th position of main ally as they can constantly generates 25% charge bar for every triple attacks, which is slower for triple attacks. With proper party setup, assuming the party can reliably do triple attacks every turn, the party can deal Full Chain for every 3 turns.
Synergy
As they constantly deal triple attacks, any form of multiattack support is not recommended. Instead, what they need are:
- Any form of
Charge Bar Gain UpCharge bar gain is boosted
orCharge Bar +Instantly boosts Charge Bar by
to quickly reset their linked skill cooldown - Any buffs which would increase their output, such as
Light ATK UpLight ATK is boosted
,Bonus DMGDeals bonus DMG for one-foe one-ally attacks
, andSupplemental DMGDMG dealt is supplemented
Classes
Lumberjack: Leaf BurningGain Leaf BurningEvery turn while in effect: All allies' ATK and DEF are boosted (Stackable) / Charge bar is boosted (Can't be removed / Ends when endurance hits 0)
Duration: Indefinite and a 4000-damage shield effect.
(Every turn during Leaf Burning: All allies gain4% ATK Up (Stackable / Max: 20%)ATK is boosted while active (Stackable)
Strength: 4% (Max: 20%)Multiplier: Unique StackableDuration: IndefiniteStacking: Teamwide,4% DEF Up (Stackable / Max: 20%)DEF is boosted while active (Stackable)
Strength: 4% (Max: 20%)Duration: Indefinite, andCharge Bar +10%Instantly boosts Charge Bar by 10%
Strength: 10%.
Leaf Burning ends when shield effect ends.) can be exploited so they can deal Charge Attack faster to reset linked skills frequently. Together with Noa (Grand) and Jeanne d'Arc (Grand), the party can constantly deal Triple Attacks and Full Chain Charge Attack back-to-back with nearly zero maintenance.Luchador: Tag TeamAll allies attack without using up a turn. allows them to deal great damage to foes thanks to their guaranteed TA. Benefits from Nagareboshi KisekiGain Magical BondsFirst hit of normal attacks boosts all allies' light ATK / Second hit of normal attacks lowers a foe's light DEF / Third hit of normal attacks deals bonus light DMG (Stackable / Can't be removed)
Duration: 3 turns. can be immediately gained at Turn 1.Warlock: ChaserAll allies gain 20% Bonus DMGDeals bonus DMG for one-foe one-ally attacks
Strength: 20%Duration: 3 turns. greatly increase their damage output.
Characters
- List of Light characters with Sabre proficiency for
Atma Sword synergy Noa (Grand): Can instantly fill their charge bar with Halo of InvocationGrant another Light ally 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%. andBlessed DepartureHas received Noa's blessing (Can't be removed)
Duration: Indefinite.
(From 10th turn onward: Also grantC.A. Reactivation (1 time)Charge attack reactivates (1 time)
Duration: Indefinite.). He can also boost their charge bar gain with his Charge Attack's effect.Jeanne d'Arc (Grand): Synergizes greatly due to their guaranteed TA with Robe de la Pucelle1-turn cut to skill standby and cooldown for Eternal Divinity upon triple attack.
10% Bonus Light DMG effect to Light allies' triple attacks.. TheirPeaceful SmileAll allies gain Charge Bar +15%Instantly boosts Charge Bar by 15%
Strength: 15% and20% Charge Bar Gain UpCharge bar gain is boosted
Strength: 20%Duration: 1 turn .
At level 55:
Effect increased toCharge Bar +20%Instantly boosts Charge Bar by 20%
Strength: 20%. able to boost her Charge Attack frequency, which in turn allows her to castSanctifyGain Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
Duration: 1 turn andStrengthATK is greatly boosted based on how high HP is
Strength: 20%-10%Duration: 3 turnsStacking: Teamwide. frequently for constant party buff.
Extended Mastery Perks
| New Generations | Stars: 15 | EMP: 120 | ||||||||||||||||||||||||||||||||
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ATK
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DEF
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HP
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Critical Hit
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Debuff Resistance
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| ☆☆☆ | ☆☆☆ | ☆☆☆ | ★★★ | ☆☆☆ | ||||||||||||||||||||||||||||||
ATK
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DEF
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HP
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Critical Hit
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Critical Hit
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| ☆☆☆ | ☆☆☆ | ☆☆☆ | ★★★ | ★★★ | ||||||||||||||||||||||||||||||
Light ATK Up
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Boost to Charge Bar
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Debuff Success Rate Up
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Healing
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Gain ATK Up (Stackable / Max: 20%)ATK is boosted while active (Stackable) Strength: Varies (Max: 20%)Multiplier: Unique StackableDuration: Indefinite upon using linked skills. |
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| ★★★ | ☆☆☆ | ☆☆☆ | ☆☆☆ | ★★★ | ||||||||||||||||||||||||||||||
| Last update: 2020-05-16 | ||||||||||||||||||||||||||||||||||
Gamewith's recommended EMP build for New Generations.
Priorities[edit]
Top priorities are Critical (3★ ×3), Light ATK (3★), and EMP Support Skill (3★) to boost their damage. Depending on how you use them, you can take any of these EMPs for the rest 3★:
- Charge Bar (1★ or 3★) to compensate their lower charge bar gain. Due to calculation rounding, leaving it at 2★ is not recommended without a consistent source of Charge Bar Gain UpCharge bar gain is boosted
. (See Character Extended Mastery Perks.) - Debuff Success Rate to increase ColdcageCan't attack
Local status effect accuracy. - Healing to increase their overall healing ability.