Last team (out of my standard setup; again, if you want to see a different setup, please tell me!); Wind Team!
You all know the drill.
Team Setup
6* Swimsuit Luke
(26.6k HP/2120 ATK/2120 DEF)
Ex Skill: Raise attack power by 50% when on element panels for Wind Units (lvl 10/10)
Quick Fill Hitter (125% 40 hits/ 110 hits - lvl 2/10)
Artes:
100% 7 hits (Activation 40%)
130% 14 hits (Activation 20%)
Party Heal 30% (Activation 40%)
Luke was part of the ‘must have’ swimsuit trio 6* (of which I got all three, Luke last). Why were they must-have? Well, Fire 6* Marta was a 6* version of 5* Light Marta, possible the best 5* in the game, Tear was a light hitter with an offensive and defensive ex skill, and Luke had the 50% up on panel ex skill, and fills quick as hell.
Also did I mention he heals?
6* Fedrock Estelle
(24.1k HP/2070 ATK/2410 DEF)
Ex skill: Raise the attack of Wind Units by 50% at 100% HP (lvl 10/10)
Quick Fill Healer (28%/ 98% - lvl 9/10)
Artes:
100% 8 hits (Activation 40%)
Party Heal 30% (Activation 30%)
Party Defense Buff 25% (Activation 30%)
Say hi to my first Awakening Fes haul. Or well, one of my two. I pulled both Light 6* Estelle and Fedrock Estelle in the first Awakening Fes. This Estelle is a little controversial as she’s a quick fill healer, but her only hit arte doesn’t always make her fill. Also, according to some, she buffs and heals more than she should.
For me, though, she’s been a huge asset to my Wind team, and since I bring a total of three arte healers, her ex skill is almost always active, which is nice. She’s helped me out of a pinch many times before and her MA” healing 100% at lvl 10 means she can bring the team right back to max even after one of Undine’s 99% drain attacks.
6* New Years Eleanor
(24.1k HP/2100 ATK/2410 DEF)
Ex Skill: Raises the Defense for Wind Units by 3% at end of every turn (lvl 3/5)
Hitter (96% 55 hits / 120 hits - lvl 9/10)
Artes:
130% 10 hits (Activation 50%)
100% 12 hits (Activation 30%)
Party Heal 30% (Activation 20%)
Eleanor was the only thing I got out of the New Years gacha after throwing close to 500 stones on it. I was going for Edna, but I can’t say I mind Eleanor one bit! For one, it’s rare with hitters (even now) with 120 hits, and she fills steadily and quickly. Also arte heal, which isn’t bad at all, unless she decides to join Estelle and Luke in a heal-off at turn 1.
6* Formal Sorey
(22.3k HP/2500 ATK/2050 DEF)
Ex skill: Raises the Attack for Wind Units by 2% at end of every turn (lvl 2/5)
Finisher (590% 8 hits/ 910% 8hits - lvl 9/10)
Artes:
200% 3 hit (Activation 55%)
230% 2 hits (Activation 30%)
260% 4 hits (Activation 15%)
Sorey. I went into the Formal/Orchestra rerun hoping to come out with one of the two wind-finishers in the lineup, and managed to snag both. My luck has never been that good. Anyway!
At first glance he seems a little lackluster. Only 910% on MA2 for a finisher? Well, first of all, Sorey’s second gauge is a quick fill gauge. See his miniscule hit counts on his artes? The 4-hit arte fills his second gauge instantly. Not kidding. Second of all, he is a first-generation 6*; back when even seeing a finisher at 999% was unheard of. Third of all; wind finisher. They were rare as hell up until just recently.
For me, Sorey is a very reliable and nice finisher, and easily one to give an Elixir to at the end of a battle when your rush may have just not done enough damage. After all, one good turn and he has an MA2 again, and then you won’t complain over 920%.
6* Orchestra Richard
(20.3k HP/2420 ATK/2420 DEF)
Ex skill: Raise the effectiveness of attack panels by 80% for Wind units (lvl 10/10)
Finisher (660% 3 hits/ 1100% 3 hits - lvl 10/10)
Artes:
200% 2 hits (Activation 40%)
250% 3 hits (Activation 30%)
Party Defense Buff 30% (Activation 30%)
Second finisher snatched from the formal/orchestra rerun gacha. Richard is a formidable finisher, but he suffers a bit from the same thing Menagerie Yuri does; he has a defense buff. Now, if he’d been alone, that would’ve been fine; his meager HP could need some help protecting. However, as a finisher, it makes his fill rate slow down a lot, and I often have to put some bottles on him to make him fill in time.
Generally, though, any 1100% finisher is good to have, and especially one that buffs on attack panels.
Team Strategy:
It’s quite balanced, actually. No suicide skills, but not too many defensive traits, either. Healing Artes should keep you nice and healed most of the time, and some solid finisher work should give you a rush of a good 4-5 million. That, however, means you can’t rush any bigger enemies dead quickly. For more combo hits and (perhaps, remember, you’ll lose out one offensive ex skill) more damage, consider switching Estelle out for a different hitter, or a mid.
Team weaknesses:
You can get stuck in a cycle of healing/buffing if your cards dislike you. Everyone sans Sorey has a buff or heal arte, and most bosses nowadays require some specific HP drain before a certain turn to not nuke your entire team. As such, RNG is quite essential for it to work. Generally though, it’s one of my more stable teams, and I seldom have any real trouble using it.