Alchemist Code AC/Tagatame Unit Overviews PotK Collab

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Alchemist-Code-AC-Tagatame

Tyrfing

Element: Light

Released in GL: Yes

Job Setup:

  1. Soldier
    • Dark Cavalier: Wilde (not in GL)
  2. Holy Knight
    • Holy Cavalier: Ark (not in GL)
  3. Holy Cavalier
    • Holy Cavalier: Ghia
      • War Sword Princess (not in GL)

LS: 20% PATK to Light

  • 30% HP + 20% Light Dmg + 20% PDEF to Light with maxed Lust Gate

Brief Overview

Once an at least decent free self-sustaining unit that requires minimal external effort to upkeep when matched with her gacha sword, Tyrfing has fallen by the wayside as her toolkit became increasingly dated and a notable lack of PATK to keep up with other units within her element. There honestly is not a whole lot else that can be said at this point; she might still be somewhat functional in certain late content, but she has few incentives for one to use her presently save as filler for those still lacking stronger options.

Presently Recommended Build

  • Main: Holy Cavalier: Ghia
  • Sub: Holy Cavalier: Ghia
  • Reactive: Holy Knight Stance +2
    • Gear Drive is viable if tanking power is not needed, but AGI should usually suffice even without
  • Passive 1: Guardian
    • Upgrades to The Will to Succor if maxed Sloth Gate
  • Passive 2. Guard Up
    • Slash Mastery/Power Up if in need of more damage, take whichever is not covered as well by LS

Future

Tyrfing eventually gains some stat buffs, additional Enlightenment Gates and JEs, but Tyrfing’s most important buff is definitely her War Sword Princess JE+ that makes her substantially more relevant again. It grants her more mobility, a much more potent reactive (Gear Drive now increases AGI and Slash Dmg by 8/15% respectively per proc, permanent, stacks up to 5 times), a massive Lion Heart upgrade (140% PDEF base, 200% mod and +120% Dark exploit), a Shining Burst upgrade that tacks on PATK down and Rage to enemies as well as a new untyped around-self lifesteal AoE that synergises with her Shining Burst upgrade. She may not be the queen of anything, but Tyrfing returns to being one of the game’s most powerful free units – assuming you have her sword, of course.

Sample JP Build (Demonblade Tyrfing, Rainbow Seed, Moon Star & PotK Memento). Note that due to gem costs needed for MLB collab gacha Memento, builds in this document will usually utilise them at base.

Laevateinn

Element: Thunder

Released in GL: Yes

Job Setup:

  1. Dark Knight
    • Dark Cavalier: Espion (not in GL)
  2. Ninja
    • Ninja: Qilin
  3. Dark Cavalier
    • Battle Blade Princess

LS: 30% PATK for Thunder

  • 20% HP, 20% PATK and 30% Thunder Dmg to Thunder with maxed Lust Gate

Brief Overview

With her J+ revision in place, Laevateinn is notably more viable in her J+ than she used to be, having had her Blood/Jewel Eater skills revised as instant cast teleport attacks and Enlightenment gives her some much-needed boosts: better bulk, +1 Move from her maxed Sloth Gate upgrade most chiefly. She does have a couple of chief flaws however, most particularly in her lack of on-element attacks and the dated kit of Dark Cavaliers in general. Something of a high investment unit to get into good shape due to the need for her Enlightenment Gates, but if you are keen on going for her anyway she is capable of pulling some weight around once readied.

Presently Recommended Build

  • Main: Battle Blade Princess
  • Sub: Battle Blade Princess
  • Reactive: Poison Fog
  • Passive 1: Overdrive
    • Replace with Thirst for a Promise (Sloth Gate upgrade) as soon as possible
  • Passive 2: Runner’s Resolve
    • Use Ninja Stealth if Overdrive is not upgraded yet

Future

Laevateinn gets an additional Dark Cavalier JE, J+ equipment stat boosts & additional Enlightenment Gates, allowing her to drag around one of the highest base PATK stats in the game (at the risk of being somewhat slow) and making her Mind Sacrifice a better 5×5 diamond AoE. The off-element attacks still hamper her potential however, and she is still high investment in terms of the Gates and materials you would need. Her sword’s buffed stats and unique Inspiration Skill – an actual on-element 5×5 AoE does help one cope with her first issue somewhat however, and is a must-get for her.

Sample JP Build (Mystic Blade Laevateinn, Rainbow Seed, Moon Star & PotK Memento). I do not really recommend her G3 LS nowadays, but as mentioned above she has a bit of an AGI issue with double OD, thus why it is maxed here. Better with LBs in the Memento, granted.

Cita

Element: Wind

Released in GL: Yes

Job Setup:

  1. Axe Warrior
    • Axe Warrior: Argos
  2. Martial Artist
    • Holy Brawler: Shura
  3. Pirate
    • Pirate Emperor: Teach (not in GL)

LS: 30% HP + 20% PATK to Wind

  • 40% HP + 30% Wind Dmg to Wind with maxed Lust Gate

Brief Overview

A decent unit in that she has a rather solid toolkit and a good subskill set (Martial Artist/Holy Brawler: Shura) to back it up, Cita serves as a great tanky damage dealer, with access to the Shura subskills for high burst damage even outside the Argos combo skill. Not a unit to die for, but Cita is not so bad if you are willing to give her a chance.

Presently Recommended Build

  • Main: Axe Warrior: Argos
  • Sub: Holy Brawler: Shura
  • Reactive: Choppy Sea
  • Passive 1: Chopping Spirit
    • Upgrades to Dark Laughter if maxed Sloth Gate
  • Passive 2: Iron Body

Choppy Sea has a 100% proc rate as opposed to Revenge, and is thus the recommended Reactive for consistency. 

Future

With respectable stats, a new JE and additional Enlightenment Gates, Cita gets some solid buffs, but perhaps is most let down by being stranded with old school jobs with somewhat dated skills. Still a fine unit overall, but has to deal with J+ Leoniaz and Setsuna being a thing – that in itself may be the most damning thing on Cita’s resume, for those who farmed up those materials.

Sample JP Build (Cita Hurricane Axe, Rainbow Seed, Moon Star & PotK Memento). Cita’s Lust gate has not been maximised here since you may want to opt for other strong Wind LS options.

Shekinah

Element: Fire

Released in GL: Yes

Job Setup:

  1. Ranger
    • Ranger: Serpent
  2. Hunter
    • Ranger: Lupus (not in GL)
  3. Holy Brawler
    • Holy Brawler: Miroku

LS: 30% PATK + 20% HP to Fire

  • 40% HP + 30% Fire Dmg to Fire with maxed Lust Gate

Brief Overview

Shekinah comes packaged with 2 very different, yet functional potential main jobs which puts her in a rather interesting position due to her flexibility. Her main draw is having access to Holy Brawler’s subskills, which allows her to enhance the offensive power of her follow-up skills even on her Ranger main. As a physical attacker, Shekinah does have a fair bit of competition currently, but not many that contest her as a ranged attacker presently (pretty much only Courage at present), giving her a small niche to reside in, albeit one not especially needed. Her main draw is that with enough investment (MLB PotK Memento, Ryle’s VCR Bow), Shekinah can serve as something of a Fire version of Tamamo as a Ranger that mercilessly burns away her targets’ Jewels to restrict their capabilities, especially in manual Arena. Not terrible at least, but not a unit for everyone to raise with the needed resources.

Presently Recommended Build

  • Main: Ranger: Serpent
  • Sub: Holy Brawler: Miroku
  • Reactive: Hide Trap
  • Passive 1: Eagle Eye
  • Passive 2: Hawk Eye

Shekinah can function with a full Holy Brawler setup as well, but this better done by Eve for those who have her due to her superior Holy Brawler JE. Hide Trap can proc at range and is thus recommended here, but Cross-Counter is also workable for the assurance of success unlike the chance and resistance-based Hide Trap.

Future

Shekinah has gotten a new Ranger JE and Enlightenment Gates, but her old jobs set her back and her Enlightenment Gates are not especially game-changing for her. And on top of that, Hazel also comes along with her J+ to vy for a spot as a Fire ranged attacker. She would still be somewhat usable with her stats in PvP, but nothing especially stellar especially with how powerful the Fire element as a whole has become. Sample build:

Masamune

Element: Fire

Released in GL: Yes

Job Setup:

  1. Samurai
    • Battle-Steel Princess
  2. Twin-Blade Swordsman
    • Mystic Hunt Twin-Blade Swordsman (not in GL)
  3. Dark Cavalier
    • Dark Cavalier: Faust

LS: 5% AGI to Fire

  • 40% HP + 20% Slash Dmg + 5% AGI to Fire with maxed Lust Gate

Brief Overview

Masamune is with little doubt a good farmable unit in the game as of date in GL, especially with her J+ having hit GL’s shores in all its pure PATK scaling glory; having some Fire element skills to throw about with it is a nice touch too. Her only real flaw perhaps is a lack of ranged attacks to use, but when matched with her personal Memento and VCR, Masamune becomes fairly powerful for her freebie status, albeit not Rebecca-level crazy in power. Great overall unit for anyone to pursue, with the caveat of needing her Memento to really start thriving. Remember to keep using Dark Cavalier subskills, her J+ ones are still not much to write home about.

Presently Recommended Build

  • Main: Battle-Steel Princess
  • Sub: Dark Cavalier: Faust
  • Reactive: Tsubamegaeshi Forestall
  • Passive 1: Overdrive
  • Passive 2: Dark Wisdom
    • Upgrades to Feelings of Loyalty if maxed Sloth Gate

Future

Gaining a new JE and Enlightenment Gates to bring her up to speed, her Wrath Gate does not do terribly much by way of increasing her raw power, but it does give Soldering Burst more uses and a notable increase in range. Her sword also gets a unique Inspiration Skill that when maxed out, making for a powerful point-blank attack with 250% modifier. Not easy to level up given her sword is a gacha weapon (albeit doable with BK Masa’s sword), but still nice to have. Overall, Masamune is still a fairly strong free Fire unit even to this day.

Sample JP build (Masamune Blade, Rainbow Seed, Steel Princess’ Plaited Cord & Master’s Blade)

Forcas

Element: Water

Released in GL: Yes

Job Setup:

  1. Valkyrie
    • Fallen Valkyrie
  2. Spearman
    • Aqueous Sacred Spearman: Sachiel (not in GL)
  3. Holy Brawler
    • Holy Brawler: Miroku

LS: 30% Pierce Dmg + 10% Slash Eva to Water

  • 30% Pierce Dmg + 20% Water Dmg + 20% Slash Eva to Water with maxed Lust Gate

Brief Overview

Forcas serves as something of a first attempt at a more offensive Valkyrie, but has pretty much fallen by the wayside as of late due to a lacking PATK stat and subpar AGI despite having relatively good bulk – Valkyries simply are not known to have good offense power in general sans rare exceptions. Her original competition in her element, Lamia, has gotten considerable boosts from her J+, Memento/VCR and JE, leaving Forcas out to dry in the face of a better-performing, easier to build unit. There’s unfortunately, simply no real reason to bother with her nowadays outside of liking her character than as a gameplay unit.

Presently Recommended Build

  • Main: Fallen Valkyrie
  • Sub: Holy Brawler: Miroku
  • Reactive: Revenge of Odin
  • Passive 1: Armor of Einherjar
    • Upgrades to Stern March if maxed Sloth Gate
  • Passive 2: Iron Body

Future

Bleaker than most PotK units. As mentioned above, Valkyries were not made to be offensively good, and even though she has gotten more Enlightenment Gates and the same JE that Lamia has gotten to help shore up her power it’s simply too little too late, especially when her fellow Longinus (and her relevant Dark Killer counterpart) have also gotten buffed. She might be alright with enough investment, but she is pretty much a waifu pick at the end of the day, rather than being a practical choice.

Sample JP Build (Forcas Hell Spear, Moon Star, Teona VCR & PotK Memento). Forcas’s Lust Gate has not been maxed out due to having a lacking LS.

Bashosen

Element: Wind

Released in GL: Yes

Job Setup:

  1. Machinist
    • Machinist Diana (not in GL)
  2. Ninja
    • Ninja: Vermillion Bird
  3. Sniper
    • Sniper: Barrel

LS: 30% Missile Dmg + 20% HP to Wind

  • 30% Missile Dmg + 20% Wind Dmg + 20% HP to Wind with maxed Lust Gate

Brief Overview

If Bashosen was in ‘a tough spot’ before, she’s more or less in faceplanted in the dirt right now. With iffy stats even after Enlightenment, being in an element with a considerable number of better units and almost all of the other ranged attack units in her element (e.g. Seida, DK Artemis, Tamamo even) being in a better spot than her, it is hard to justify the resources put into a fresh new Bashosen nowadays. She has definitely seen better days.

Presently Recommended Build

  • Main: Machinist
  • Sub: Machinist
  • Reactive: Reactive Armor
  • Passive 1: Shot Mastery
    • Upgrades to Directly Overpowering if maxed Sloth Gate
  • Passive 2: Booster +2 or Long Barrel Shot as is prefered

Future

She is in something of a strange place now. Having finally gotten more Enlightenment Gates, an actual Machinist JE and some decent bulk to her (considering her ranged attacker role), Bashosen does sport a hefty innate Missile Damage modifier and can gel well with Leafa-based Wind Missile teams. Her issues arise in that in the face of DK Artemis, Seida and Tamamo, all of which are either just better or easier options (and possibly even both) and a more easily accessed Machinist in Silma, she is more of another waifu pick. Still, she could put in some work with enough investment if you wish.

Sample JP Build (Hazel VCR, Rainbow Seed, Moon Star & PotK Memento). Lust Gate left unmaxed because really, you are not going to use this LS. If you use anything like it, it is more likely to be DK Artemis or Leafa’s.

Eros

Element: Light

Released in GL: Yes

Job Setup:

  1. Ranger
    • Ranger: Lupus
  2. Thief
    • Shadow Assassin: Night (not in GL)
  3. Sniper
    • Sniper: Scope

LS: 30% Missile Dmg + 20% DEX to Light

  • 30% Light Dmg + 20% DEX + 20% HP to Light with maxed Lust Gate

Brief Overview

While relatively fragile and far from mandatory, Eros still has some semblance of use for those willing to invest in her. Having JEs for both her main Ranger job and Sniper, the latter being the handy Scope for its one turn ×2.5 missile damage subskill, as well as a great range of attack and missile damage modifier with her Enlightenment, Eros can become a turret that lays down relatively heavy fire from afar upon enemies, doing noticeably more damage than the more accessible Ryle would in no small part due to her better job setup for damage output. Cute and deadly, she should not be at the top of anyone’s list of urgent collab units to raise, but she is capable of pulling her weight. At least, so long as nothing sneezes hard enough at her.

Presently Recommended Build

  • Main: Ranger: Lupus
  • Sub: Sniper: Scope
  • Reactive: Counter Snipe
  • Passive 1: Eagle Eye
    • Upgrades to Heated Affection if maxed Sloth Gate
  • Passive 2: Shot Mastery +2

Future

Having gotten another JE and additional Enlightenment Gates, Eros’s stats have been pulled up and are workable, but with Light having many other strong contenders out there, she is not much of a practical pick. There is the possibility of her operating in a Missile-based team, but there are a number of notably stronger/more accessible contenders for a spot in such a team, mostly from Wind. Yet another waifu pick.

Sample JP build (Cupid Bow Eros, Moon Star, Rainbow Seed & PotK Memento) No Lust Gate max again as you are unlikely to use her LS going forward. If you do not feel a need for Eros’s WA, you will get more mileage out of Ryle’s VCR.

Dark Killer Tyrfing

Element: Light

Released in GL: Yes

Job Setup:

  1. Dark Blade Princess
  2. Dragon Knight
    • Dragon Cavalier: Rudra
  3. Axe Warrior
    • Axe Warrior: Goliath

LS: 40% HP + 30% PATK to Light

  • 40% HP + 30% Light Dmg to Light if maxed Lust Gate

Overview

… bad news, Dark Killer Tyrfing’s unique job kit is inherently quite flawed. It would have been one thing for her charge-up type skill to give ×2 PATK instead of ×2.5, but most of DK Tyrfing’s skills are not even that hard-hitting. The one that is not her expensive WA, it has this VERY odd attack shape:

And on top of the fairly expensive 50 Jewel cost Gumi decided it was a good idea to tack on 450 Cast Time too. You could try running her in other jobs, but there are other, more accessible Light options that could give you a better payout as practical units.

Good news, DK Tyrfing is almost undisputedly the best candidate for Guts Cheese shenanigans thanks to all her flaws making her a bad unit to try to use seriously almost all the time! To execute this, use her Teleport + Guts skill before making your Martial Master of choice (usually Olga, since they share the same element) fire their Burial Gun into her to inflict Stop – any other form of friendly fire-capable Stop skill works too though. Since DK Tyr’s Guts is a 1 turn type, the Guts will stay there until DK Tyr is unfrozen. In the meantime, her frozen Guts-upped self can help to draw in aggro from mobs to herself (especially at low/1 HP) while the rest of the team has less attacks to worry about.

Perhaps of additional note is that due to her Axe Warrior JE, DK Tyrfing is capable of soloing Orion EX where due to a certain mob, buff durations are extended allowing DK Tyr to solo the stage herself thanks to the increased duration on her Guts buff as well as a lot of Axe Warrior: Goliath counters. Lots and lots of counters.

Added 6 Jan 2019: Video reference on how to use DK Tyrfing by Kahare

Recommended Build

  • Main: Dark Blade Princess
  • Sub: Dark Blade Princess
  • Reactive: Dark Purge
  • Passive 1: Chopping Spirit
  • Passive 2: Deep Black Seal

Future

Apparently someone over at Gumi finally got the memo that DK Tyrfing was overdue for revisions, so revisions she got. In addition to overall stat boosts (including a curious addition of Slash dmg to her equipment), the multipliers on her skills were drastically raised, Deep Black Seal got an additional +20% PATK, her WA cost was reduced to 75 Jewels and most important of all – her X-shaped AoE got more uses and G5 finally removes the Cast Time on the thing. It might be a bit too late to make her meta again (sans cheesing), but the buffs make it quite viable to field her as a standard unit.

Sample JP build (Dark Corpse-Slasher, Moon Star, Rainbow Seed & PotK Memento) Her Lust Gate LS is not bad at all for GL, but will likely fall out of favor as the game gains more of JP’s harder contents.

Longinus

Element: Water

Released in GL: Yes

Job Setup:

  1. Sacred Spearman
    • Icy Sacred Spearman: Haniel
  2. Dark Knight
    • Dark Cavalier: Zeele (not in GL)
  3. Dragon Cavalier
    • Dragon Cavalier: Rudra

LS: 40% PATK + 10% Crit Rate to Water

  • 40% PATK + 20% Water Unit DEF + 10% Crit Rate to Water with maxed Lust Gate

Brief Overview

Longinus used to be somewhat of a better alternative to Lamia, but with the latter’s buffs and Memento/VCR having hit GL’s shores the Coquelicot Lancer can run amok with much more potential damage output than Longinus could thanks to her VCR and Sachiel JE. Granted, Lamia is more likely than not going to be toting less HP and AGI than Longinus, but due to the permanency of her HQ and Memento in the gacha she is significantly easier to raise, leaving Longinus as a somewhat unneeded premium option.

That being said, perhaps not everything is gloom and doom for Longinus. While Haniel is not as jaw-droppingly good as either Sachiel or Lailah, the JE itself is not a disastrous one, and if nothing else can serve as the most mobile of the Sacred Spearman JEs due to the teleport attack in Clashing Ice Crystal. Longinus’s WA is also nothing to scoff at with its strong multiplier topped with DEF Ignore and enemy Move debuff. Longinus is nowhere close to being meta, but that does not mean she is incapable of pulling weight, for those who are keen on her.

Recommended Build

  • Main: Icy Sacred Spearman: Haniel
  • Sub: Icy Sacred Spearman: Haniel
  • Reactive: Sacred Spear Stab
  • Passive 1: Post-Mortem Pierce
    • Upgrades to Revered Prayer if maxed Sloth Gate
  • Passive 2: Sacred Spearman Purification
    • Over Limit if you do not feel keen on relying on Criticals

Future

In a way, Longinus is one of the bigger winners from the most recent wave of PotK updates/buffs. Not only did she get more Enlightenment Gates, she also got the Zeele JE, which gives her access to Overdrive and some great subskills, especially after factoring in her Wrath Gate (and as an added touch, her spear gains a decent Inspiration Skill). As a fun bonus, the Wrath upgrade to her main job’s teleport attack + reactive also has use in certain maps such as Mobius F44 and AFK farming certain stages (like statues). She perhaps still is not going to overtake her DK counterpart nor will she be that great as to warrant everyone to raise her over Lamia, but she is now a much more viable unit.

Sample JP Build (Holy Lance Longinus, Rainbow Seed, Moon Star & PotK Memento) Her WA’s one time nuke is pretty strong, so make sure to farm for her spear if using her long-term. You know the drill by now about why Lust Gate is not maxed. 

Artemis

Element: Wind

Released in GL: Yes

Job Setup:

  1. Ranger
    • Ranger: Falcon
  2. Dancer
    • Dancer of Wisteria Waves(?) (not in GL)
  3. Machinist
    • Machinist Partisan (not in GL)

LS: 30% Missile Dmg + 20% ACC to Wind

  • 30% Missile Dmg + 20% Wind Dmg + 20% ACC to Wind with maxed Lust Gate

Overview (+ Future)

Artemis was pretty much dead on arrival and kind of still is in the future. She has similar problems with Bashosen of being in an elemental environment saturated with strong units, having Seida as strong competition on arrival and being usurped by her Dark Killer version, etc. If anything, it appears that her biggest draw is perhaps her future Dancer JE, but the significantly easier to access Patty also gets the same JE and is overall better geared to supporting the team type they would be aiding (Wind Missile). Artemis just cannot seem to catch a break, it seems.

Recommended Build (JP-based)

  • Main: Dancer of Wisteria Waves
  • Sub: Machinist Partisan
  • Reactive: Reactive Armor
  • Passive 1: Encore
  • Passive 2: Booster+2

Sample JP Build (Serenity Chakram, Inconspicuous Overcoat, Saint’s Meteor & PotK Memento)

Dark Killer Laevateinn

Element: Thunder

Released in GL: Yes

Job Setup:

  1. Dark Sword Princess
  2. Twin-Blade Swordsman
    • Demonic Destruction Twin-Blade Swordsman
  3. Dark Cavalier
    • Dark Cavalier: Jaegar

LS: 30% HP + 20% Slash Dmg + 20% Max Jewels to Thunder

  • 30% HP + 20% Thunder Dmg + 20% Max Jewels to Thunder with maxed Lust Gate

Overview

DK Laevateinn is a rather straightforward unit to use. She bumrushes an enemy target, she brandishes one of her three attack skills, all single target, and proceeds to eviscerate them before moving on to the next victim. She does not have anything by means of AoE attacks, nor much by range (although 2 of them have 3~4 range), but DK Laevateinn is good at what she does – smacking one guy really hard and moving really fast between her targets. It’s sort of like how one uses Ninja main Suzuka/Glanz, but better. Pretty good unit for PvP and small and fast maps, but you could get overall better for PvE.

Recommended Build

  • Main: Dark-Edge Princess
  • Sub: Dark-Edge Princess
  • Reactive: Perfect Evasion
  • Passive 1: Overdrive
  • Passive 2: Trance Augur
    • Upgrades to Murderer of Sloth if maxed Sloth Gate

Future

Not too much needs to be said about her future really, she just gets even better at her job as she gets more stat buffs (including a Move+1 and some skill adjustments). Of interesting note is that her sword also gets regular Lae’s Inspiration Skill, which finally gives her a good AoE for those keen on taking her to PvE. If you use her for Arena however, this could be detrimental – her AI favors it over her Stop-inflicting WA, so keep that in mind.

Sample JP Build (Dark Corpse-Shredder, Rainbow Seed, Moon Star & PotK Memento)

Freikugel

Element: Thunder

Released in GL: Yes

Job Setup:

  1. Magia Gunslinger
    • Ra Magia Gunslinger
  2. Thief
    • Shadow Assassin: Night
  3. Boom Technician

LS: 40% HP + 30% Missile Dmg to Thunder

  • 40% HP + 30% Thunder Dmg to Thunder with maxed Lust Gate

Overview

As Freikugel would probably put it herself, she would not very ‘heypy’ with her situation, and… I would be if I were her too. Magia Gunslinger even with a JE is not a job that can stand on its own, and Thief + Cannoneer do not really help it all that much due to the abysmal damage scaling of Magia Gunslingers. Pretty much the only real saving grace she has is her actually rather potent anti-Water WA, but unless you need the instant-cast that Magic Gunslinger brings you’re perhaps better off dragging even Vanekis to your magic fights. Pretty much just a unit for fans of her otherwise.

Recommended Build

  • Main: Ra Magia Gunslinger
  • Sub: Ra Magia Gunslinger
  • Reactive: Quickdraw
  • Passive 1: Magia Scope
  • Passive 2: Stealth/Overhaul as is needed

Future

Looking quite bleak. Despite Magia Gunslinger getting an overall revision that boosts their base scaling from 120% MATK to 140%, it still needs the support of other factors to make it worth using – factors that Freikugel is sorely lacking even compared to some other Magia Gunslingers (especially Lavina). Not worth bothering save for waifu picks, unless she suddenly gets a massive upgrade.

Sample JP Build (Magic Gun Freikugel, Rainbow Seed, Moon Star & PotK Memento) Same drill with Lust Gate, not to mention those alternatives tend to be overall better units.

Parashu

Element: Wind

Released in GL: Yes

Job Setup:

  1. Berserker
  2. Samurai
    • Blademaster: Murakumo (not in GL)
  3. Axe Warrior
    • Axe Warrior: Argos

LS: 50% HP + 20% PATK to Wind

  • 50% HP + 20% Wind Dmg to Wind with maxed Lust Gate

Overview

With the increased number of stages/missions that want players to have all of their units alive, the Berserker job has not quite been as lucrative as it once was. Still good if you care none for such things admittedly, but for those aiming for the mission clears Parashu is likely going to have to change up her tactics. She faces a certain sense of competition from Cita who has access to Susanoo to increase her burst damage from her non-Argos Combo attacks, but unlike Cita she has a better jewel economy thanks to her superior reactive Grace of Varna. Parashu may not necessarily be preferred over Cita due to that lack of burst power, but she is still a perfectly capable unit to bring to the fight.

Recommended Build

  • Main: Axe Warrior: Argos
  • Sub: Axe Warrior: Argos
  • Reactive: Grace of Varna
  • Passive 1: Chopping Spirit
    • Upgrades to Obsession Without Compromise if maxed Sloth Gate
  • Passive 2: Lakshmi’s Embrace

Future

In a similar boat to her fellow competitor Cita. Updates gives her respectable stats, new JE (+Garuda Blade as a viable new passive) & Gates, held back by old jobs with somewhat dated skills and having Leoniaz and Setsuna to deal with. Both of them are decent units still, but more of luxuries than meta. Parashu can still work as a pretty decent Berserker going forward as well, although mostly when ally deaths are not an issue.

Sample JP Build (Violent Minotaur Axe, Inconspicuous Overcoat, Scarf of Wisdom & PotK Memento)

Dark Killer Artemis

Element: Wind

Released in GL: Yes

Job Setup:

  1. Dark-Archer Princess
  2. Sniper
    • Sniper: Scope
  3. Magic Meister
    • Magic Meister: Symphony

LS: 50% HP + 40% Missile Dmg + 5 Jewels Obtained to Wind

  • 50% HP + 20% Wind Dmg + 20% Missile Dmg + 5 Jewels Obtained to Wind with maxed Lust Gate

Overview

Still one of the best Wind units in GL to date, DK Artemis also serves as one of the best Missile Damage units in the game. With good skills under her unique job toolbelt and great subjobs to supplement her through a great Reaction and subskill set – the end result is a strong ranged unit with Scope’s ×2.5 missile damage subskill allowing her to unload some noticeable burst damage. Great overall investment that stands the test of time, but mind her overall lack of height compared to other bow users’ skills.

Recommended Build

  • Main: Dark-Archer Princess
  • Sub: Sniper: Scope
  • Reactive: Pain Control
  • Passive 1: Bottomless Dark Rune
    • Switch for Dark Night’s Moonlight if Sloth Gate is maxed
  • Passive 2: Dark Night’s Moonlight
    • Switch for Shot Mastery +2’s Sloth Gate upgrade Prosecutor of Lust when possible

Honestly though, her passives are fairly flexible. Take as needed/preferred.

Future

Depending on how soon certain limited units and J+s come to Wind, DK Artemis is not going to remain on her throne for Wind forever and perhaps not even meta with the MATK-biased meta, but will remain a solid overall unit regardless. Eventually, she will even gain some buffs that boost her stats, remove the cast time from Piercing Moon and +20% Crit Dmg Rate to Dark Night’s Moonlight. She also stands as a powerful option for Wind Missile teams due to the presence of (post-buff) Seida and Tamamo, as well as notable support options (mostly Leafa, Mashuri & Patty to a lesser extent). 

Sample JP Build (Deadly Bow, Rainbow Seed, Moon Star & PotK Memento) Lust Gate has finally been maxed once again on account of it being a viable option for Wind Missile teams. The Deadly Bow can also be subbed for Ryle’s Bow, or the Bow + Rainbow Seed both for Tranquil Bow Alizehan + Green Wind Charm.

Dark Killer Longinus

Element: Water

Released in GL: Yes

Job Setup:

  1. Dark-Lancer Princess
  2. Sacred Spearman
    • Ice Sacred Spearman: Haniel
  3. Spy
    • Spy: Obscure Mist

LS: 50% HP + 20% Pierce Dmg + 30% Dmg to Eldritch to Water

  • 50% HP + 20% Water + 30% Dmg to Eldritch to Water with maxed Lust Gate

Overview

Arguably most underwhelming of the Dark Killers, in a sense. While most of the other DKs have their own niches to excel in (or are just that powerful), DK Longinus is just sort of there trying to be a mighty glacier – she works in that regard, but with questionable worth outside of waifu picking. She does put out adequate damage when needed with good bulk, but comparative to her offense output DK Longinus lacks AGI to blitz the map to quickly hammer down the opposition (it is adequate enough to not be crawling however). Furthermore, like her normal version and Forcas she has to deal with the presence of Lamia for Water Pierce options, with the Coquelicot Lancer being easier to access her full power, if a tad more troublesome in usage. All in all, DK Longinus is kind of on the same page as her regular self – nothing compulsory, but does bring some good work to the table if you choose to invest so if you just like her don’t feel guilty about those resources pumped into her.

Recommended Build

  • Main: Dark-Lancer Princess
  • Sub: Dark-Lancer Princess
  • Reactive: Sacred Spear Stab
  • Passive 1: Post-Mortem Pierce
    • Upgrades to Pilgrim of Envy if maxed Sloth Gate
  • Passive 2: Cold Jealousy
    • Deep Black Seal can also be switched in as is needed if HP is needed over more PATK & PDEF

Future

As with the other DKs, DK Longinus gets some buffs to her stats, which help to make her much more appealing in numbers. Manhunt is powered up to a ×2.5 tameru, and Envious Abyss also gains more skill uses, while Cold Jealousy gains a +20% Crit Dmg Rate. She is also perfectly capable of pulling off the same teleport attack + reactive shenanigans as regular Longinus, although it does necessitate her to use Sacred Spearman main. She still does not become the go-to Water Physical unit (especially when a fully decked-out Ankh is around for more accessible options, along with some others), but she is quite capable of putting in decent work if needed.

Sample JP Build (Deadly Lance, Rainbow Seed, Moon Star & PotK Memento) Holy Lance Longinus’s WA is still very strong and still works if you so wish.

Dark Killer Masamune

Element: Fire

Released in GL: Yes

Job Setup:

  1. Dark-Steel Princess
  2. Dark Cavalier
    • Dark Cavalier: Guernica
  3. Berserker

LS: 50% HP + 20% Slash Dmg + 30% Dmg to Eldritch to Fire

  • 50% HP to 20% Fire Dmg + 30% Dmg to Eldritch to Fire when maxed Lust Gate

Overview

I do not believe I need to talk a whole lot about her; she has been talked about a lot to the point that some find her overhyped, but there is a good reason why she is one of Fire’s most powerful units. With either cheap or powerful skills at her disposal, Overdrive access and an easily-activated snowball passive and even an innate ×2.5 Slash tameru, DK Masamune dishes out pain quickly, quite soon into the battle if not early on. And with her snowball increasing her Healing stat as well, DK Masamune can become quite self-sustaining with the aid of her Purgatory Rend’s lifesteal effect and a good Moon Star/Scarf of Wisdom for HP regen. Perhaps her one real flaw is the lack of a proper AoE attack (without drawbacks at least), but she can still push through that to accomplish her mission rather well. Depending on the circumstances, she also can function as the strongest Berserker in the game, as well as a functional Guernica Dark Cavalier. One of the most enduring units in the game’s history, with little doubt.

Recommended Build

  • Main: Dark-Steel Princess
  • Sub: Dark-Steel Princess
  • Reactive: Grace of Varna
    • Dark Purge is also good for getting snowball stacks faster. Yes, its reflect actually counts to it.
  • Passive 1: Overdrive
    • Upgrades to Enforcer of Wrath if maxed Sloth Gate
  • Passive 2: Wrath’s Regalia (yes I know the GL name, I like this better)
    • Use Bottomless Dark Rune for short fights since you will not be able to snowball as easily

Future

There is that magic-based meta that is pushed in the future to worry somewhat about, but while DK Masamune has no room in those teams she is still one of the stronger Fire/Slash units you could employ when needed. She also enjoys a buff like her fellow DKs, although hers are decidedly more minimal than the rest (stats + Purgatory Rend modifier boost only). Her sword also gains the same Inspiration Skill that regular Masamune’s does, although easier to level due to her sword being farmable.

Sample JP Build (Dark Corpse-Slicer, Rainbow Seed, Moon Star & Masamune Memento)

Dark Killer Freikugel

Element: Thunder

Released in GL: Yes

Job Setup:

  1. Dark Gun Princess
  2. Magia Gunslinger
    • Ra Magia Gunslinger
  3. Battle Mage
    • Battle Mage: Thunderclap Form (not in GL)

LS: 50% HP + 20% Missile Dmg + 30% Dmg to Eldritch to Thunder

  • 50% HP to 20% Thunder Dmg + 30% Dmg to Eldritch to Thunder when maxed Lust Gate

Overview

Well someone’s back with a vengeance. DK Freikugel is perhaps easiest summed up as being ‘thunder Magia Gunslinger but better’. And it shows; while lacking the elemental coverage of Magia Gunslingers BK Freikugel’s unique job packs a number of either cheap or potent Thunder attacks, can bolster them with her great job lineup and access to her own ×3 Missile Dmg for 1 turn skill. Granted, she does not look like she has much by great reactives or AoE capabilities (although still present), but more often than not she’ll be sniping a sorry chap from afar, and her Wrath Gate upgrade does make her main nuke attack capable of penetration a la Assault Burst so she’ll still be able to hit multiple targets with most skills. Quite notably, because they are both accessories DK Freikugel can arm both her own Gear and her original’s, giving her access to the latter’s really potent anti-Water WA, as well as her own 3×5 rectangular AoE that hits whatever is in front of her. The best part is, its range can be extended so depending on your passive setup it can become one of the biggest AoEs in the game to date (realistically, you are likely to have 3×7 due to packing Pursuer of Pride + Sorcery Pair). Just mind that it’s not hard to friendly fire with it. Overall a pretty potent addition to Thunder’s magic/ranged roster.

Recommended Build

  • Main: Dark-Gun Princess
  • Sub: Dark-Gun Princess
  • Reactive: Reflection
  • Passive 1: Sorcery Pair
  • Passive 2: Magia Scope
    • Upgrades to Pursuer of Pride if maxed Sloth Gate

Future

Still quite solid even going forward; even though Thunder has recently gotten the monster that is Gerald J+, he does not fill in the same type of role/niche that DK Freikugel does. Due to operating on her MATK stat, it is also possible to run her well in Letitia-based magic teams as well (although she does Missile Dmg – not Magic). She also eventually gets stat buffs and a couple of skill buffs – Incandescent Lightning no longer triggers enemy Reactives, and Twin Dark Shot gets more uses and increased damage against enemies with status ailments. On top of that, she also gains a Battle Mage JE that gives her a viable alternative subskill set. All in all, the future is fairly kind to DK Freikugel.

Sample JP Build (Screaming Bullet, Magic Gun Freikugel, Moon Star & PotK Memento).

Dark Killer Parashu

Element: Wind

Released in GL: Yes

Job Setup:

  1. Dark-Axe Princess
  2. Holy Cavalier
    • Holy Cavalier: Magi
  3. Spy
    • Spy: Shade Zephyr

LS: 40% HP + 20% Slash Dmg + 20% PATK + 20% Dmg to Eldritch to Wind

  • 40% HP + 20% Wind Dmg + 20% PATK + 20% Dmg to Eldritch to Wind with maxed Lust Gate

Overview

While DK Parashu’s rating might be debatable, she’s still a decent melee option for Wind. While she lacks Grace of Varna unlike her normal self, DK Parashu does possess a nice little permanent +4 Jewels/turn (8 if Wrath Gate is maxed) skill that can stack upon itself twice, leading up to a stable maximum of 16 Jewels per turn. In addition, she possesses a snowball passive of her own, albeit an ‘on kill’ type as opposed to DK Masamune’s ‘on attack’ one. However, she lacks an actual tameru effect of her own and a good AoE reach, on top of a slightly scuffed PATK stat. Perhaps not one to go crazy hunting down, but she is not a bad choice at present.

Recommended Build

  • Main: Dark-Axe Princess
  • Sub: Dark-Axe Princess
  • Reactive: Holy Knight Stance +2
  • Passive 1: Vessel of Gluttony
  • Passive 2: Deep Black Seal/Magi Guardian as is needed
    • Replace with Gluttonous Murderer if maxed Sloth Gate

Future

Worsens over time, as more powerful Wind units/upgrades are introduced. Furthermore, the aforementioned things that DK Parashu lacks begin to take a toll on her as she struggles to secure kills for her snowball against increasingly bulky foes. She does get buffed like the other DKs, with Insatiable Gluttony’s jewels/turn increasing, Ruinous Dance gaining +1 range and Total Void gaining an all-around improvement, but they do not really fix her fundamental issues. Arguably in a worse place than even Cita and regular Parashu, who have more PATK and less reliant on enemy kills to get going.

Sample JP Build (Screaming Axe, Rainbow Seed, Moon Star & PotK Memento)

Almace

Element: Water

Released in GL: No

Job Setup:

  1. Absolute Swordsman
  2. Bishop
    • Bishop: Baptism
  3. Magic Meister
    • Magic Meister: Serenade

LS: 40% HP + 20% PATK + 20% MATK + 20% PDEF to Water

  • 40% HP + 20% PATK + 20% MATK + 20% All Def to Water with maxed Lust Gate

Overview

Despite her main job’s name, Almace plays more like a spellcaster masquerading as a swordswoman. That being said, she feels like a Noctis 2.0 to a degree. Packing a simple straightforward diamond AoE and matching tameru, the real draws of Almace are her ST Magic attacks. Costing 0 jewels, they instead cost a portion of her HP and can deal either passing damage for the 10% HP weaker shots, or painful for the 20% HP stronger shots (which also do not trigger reactives). These will be Almace’s main damage tools, with the AoE largely serving as her mob clearing option. In addition, she boasts a stronger version of Noctis’s Warp Point (heal teleport with self-Quicken), and a point-blank ST Slash attack that lowers enemy Water Res by 35%, stacking up to 2 times. As a small kicker, her Anniversary Link VCR also drastically raises her AGI and Healing stats and sharply decreases her Jewel costs when below 25% HP – perfect for unloading whatever skills you may wish before healing her up, be it through her teleport heal or an external source. As a whole, she is not some sort of stellar unit who excels in any particular field, but she is an adequately powerful unit that works well with Letitia and makes for a nice addition to anyone’s roster.

Recommended Build

  • Main: Absolute Swordsman
  • Sub: Absolute Swordsman
  • Reactive: Pain Control
    • Frost Magic’s Barrier (氷魔の結界) is a valid option in Fire enemy-heavy stages, or when there are scarcely any physical attack enemies
  • Passives: Generally her Indomitable Pioneer (不屈の先駆者) Sloth Gate passive + Clever Charge, but her passives can be adjusted as is necessary

Sample Build (Absolute Sword Almace, Anniversary Link, Rainbow Seed & Unbreakable Sword of Indomitability). Focus on her Envy & Gluttony Gates first for the HP boost before leveling her other Gates. Wrath is of a lower priority in her case, and Lust provides a potential value in harder content.

Tiferet

Element: Light

Released in GL: No

Job Setup:

  1. Archangel
  2. Magia Gunslinger
    • Seth Magia Gunslinger
  3. Battle Mage
    • Battle Mage: Light Origin

LS: 30% HP + 20% Missile Dmg + 30% MATK + 20% Dmg to Eldritch to Light

Overview

The first of PotK’s God Killers, she might not be able to put out the sheer amount of damage as actual spellcasters in the Letitia magic meta, but used right she can bombard enemies from quite far away, making her still good in PvE, and a nightmare to face in PvP. Granted that her skills’ base multipliers are not that great outside of her HP cost bullet and WA, but a large chunk of Tiferet’s power comes from her pre-emptive reactive that bolsters her Missile Dmg and AGI, stacking up to 5 times for a grand total of 75% Missile Dmg and 25% AGI (and has a 1-time Evasion skill to help build it up). Used in conjunction with her personal teleport tameru or Letitia, Tiferet can become a powerful artillery unit with a very long reach across the stage and unlimited height coverage on her attack skills to blow the enemy up. Very powerful unit overall to possess.

Recommended Build

  • Main: Archangel
  • Sub: Archangel
  • Reactive: Michael’s Foresight (ミカエルの先見)
  • Passive 1: Inherited Fate (受け継がれし宿命)
  • Passive 2: Sorcery Pair
    • Can sub for Compassionate Judgement (慈悲深き審判) in pure Dark enemy stages

Sample Build (Guns of Arbitration, Tiferet Memento VCR, Rainbow Seed & Tiferet Memento). If you can afford it, MLBing her Memento is a great idea for the +1 Range MLB bonus as well as strong NLS for Missile teams.

Failnaught

Element: Dark

Released in GL: No

Job Setup:

  1. Demon King
  2. Shadow Assassin
    • Shadow Assassin: Eventide
  3. Bard
    • Daylight Bard

Overview

The second of the God Killers, and also for the first time a Dark PotK unit in the game. While her success at it is highly debatable, it can be clearly seen from how her kit is designed that Failnaught is supposed to act as an anti-Magic unit with CC options. Interestingly, for a bow user Failnaught’s attack range is quite unorthodox, and is more like a close range attacker than a long range one, allowing her to attack enemies at point blank naturally. Her main anti-Magic tools come in 2 forms, a relatively weak but long-ranged ST that increases the enemy’s Cast Time for 3 turns, and a small X-shaped AoE that reduces their MATK greatly for 3 turns. Her main draw however, is her square-shaped AoE nuke that inflicts Daze on enemies and buffs her PATK + DEX by 40% for 3 turns – gelling well with her VCR’s effect and can also stack twice. As a whole, Failnaught is not really as strong or meta as her Light counterpart, but she is capable of good consistent damage output and is another (admittedly limited) good addition to the Dark roster.

Recommended Build

  • Main: Demon King
  • Sub: Demon King
  • Reactive: Lucifer’s Foresight (ルシファーの予見)
  • Passive 1: Inherited Fate (受け継がれし宿命)
  • Passive 2: Stealth
    • Can be swapped for Robes of Moonlight/Echo as is necessary/preferred

Sample Build (Demon Bow Failnaught, Demon Doll, Rainbow Seed & Failnaught Memento)