Revue Starlight ReLive PVP Strategy

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revue-starlight-pvp-guide

1. Preface

Note – this is a free thought exercise re: higher end pvp on revue starlight, assumes your characters have about equal investment – if your opponent has more investment you’ll probably lose regardless of strategy

2. About Me

Renori#9054 on Discord, in-game: 1382798830.  I peaked at ~2220 elo ‘season 1’ (unfortunately I didn’t screenshot my peak), I’m also just some asshole on the internet you can choose to ignore:

80/7 Yachiyo4 – 4%dmg/sure hit

80/6 Maya4 –  16 kirameki/guts

80/6 Banana3 – 16 kirameki/guts

80/6 Ruko4 – 28kirameki

3. General Notes

3.1 Basic Game Mechanics

  • Kirameki (ki)

The outcome of most high-level PVP revolves around the proper timing and use of Climaxes.  At the beginning of every match, each girl starts with 50ki

  • Generation
  • Abilities generate Kirameki based on AP Cost
  • 1 AP – 7ki
  • 2 AP – 14ki
  • 3 AP – 21ki
  • Many girl’s 2AP skill grants 20ki, totalling 34 kirameki (this value is important)
  • Taking damage – I don’t know the damage formula for generation here, just know if you fill 4 bars with Yachiyo Climax and you can’t end the match next turn, you might be in trouble
  • Aruru4 3AP gives +15ki to your entire team
  • Memoirs – various memoirs give flat kirameki or kirameki/turn
  • Attack Priority

Attack priority has two factors, AP cost and character speed (すばやさ).

  • A check in occurs in every cell where a girl is.  What determines is the cost of the attack (AP)
  • An attack will always take precedent going against an empty cell.  
  • Speed checks occur where two girls are in the same column.
  • Important Example
  • You have two attackers, 1 fast, 1 slow
  • Enemy has Shizuha, almost dead with 1 guts stack, trying to cast Climax before taken out
  • Intuitively, use your fast attacker to take out Shizuha asap!
  • You must use your slow attacker first and let the speed check occur with your fast attacker in the 2nd column!

3.2 Cost

  • 5 member teams generally dilutes your ability to get the skills you want to use when you want to use them
  • Exception to this: teams which revolve around hitting 3+ aoe climaxes (generally have Aruru 4* and other big AOE climaxes)
  • Having 5 members evenly leveled spreads your resource usage thin (coins, stamina, etc) – leaves you underleveled and susceptible to getting wiped out by AOE
  • I got to gold this season using only Maya and Yachiyo at 36 cost

3.3 General Strategy

  • Do as much damage to the enemy as possible without triggering enemy climaxes (no shit)
  • This means, you must be aware of enemy climax bars and how your actions in the current turn will allow the enemy to hit multiple climaxes in one turn
  • Hold your climax if it has the potential to give the enemy multiple climaxes and an opportunity at a finale
  • Only fill the enemy gauge with a climax if you know you can pick people off next turn so they can’t trigger a finale
  • Always aim to take out girls before they can trigger climax (use a 1 AP instead of an AOE)
  • Attack order (who goes first)
  • If you anticipate your opinion will use a climax to open the turn, attack with 2x 1AP attacks if possible – be sure to use the SLOWER girl first, so your speed check is against your faster girl!
  • This must be considered when playing close games (where 1 or 2 attacks determine the winner)
  • Barrier memoirs are close to useless if you have cards with better options
  • Damage is generally too high for mitigating 750 damage as a trade for 16 kirameki
  • Normal attackers are close to useless – most comps run special damage
  • Somewhat contradictory to previous point, on-cast barrier skill has a niche usage with Maya4
  • You can buy extra turns against Mahiru4
  • Dealing with dodge
  • Sure hit memoir 必中 – attacks using this memoir will eat dodge stacks
  • Use a group attack (Junna4 3AP)
  • Low damage AOE climax (Maya4)
  • 1 AP attacks
  • Note: Successive hit abilities clear 1 dodge per (E.g., Hikari4 climax, Banana3 3AP, etc)
  • Dealing with guts
  • Get Yachiyo4 or someone with DoTs
  • Make absolutely sure you don’t waste high cost breaking guts stacks
  • Successive hit killing blows will take off guts stacks (same as dodge)

4. Top Girls – no particular order (heh)

4.1 Tier List

Restructured the list:

  • Hard to give all girls a solid ranking because many are strong in certain situations and not others
  • The meta at the top of legend is different and would be more suited to a group/combo tier list – where you have everything available to you
  • List is now geared towards a girl’s individual impact – which should be more useful for people who may have one or several, but not all the characters available

Good in basically every situation:

  • Aruru4 – Enables your team through kirameki generation and a strong buff (caveat, you probably need at least 70 cost to get good use out of Aruru)
  • Michiru4 – Majority of attackers in game are special, which she is strong against – right now she has no counterplay, which propels her to the top

Good in most situations:

  • TendouMaya4 – Taunt changes have enabled Maya again, counters climax rushing – in conjunction with Michiru, she can dramatically slow down the pace of VS Revue
  • Shizuha4 – built in guts, high defense for a midline, AOE damage climax, dodge buff can win matches when down to the wire
  • Yachiyo4 – Consistent source of damage – extraordinarily fragile
  • Yuyuko4 – Her 5 hit ult is great to break dodges or guts, quite durable too
  • HRuko4 – High speed, crit prone, durable for a backline character, the freeze is strong and can determine the outcome of 1v1 and 1v2s at the end of a match
  • Ichie4 – Built in Guts stack + AOE climax (does pretty good damage in conjunction with her self buff) + slow, fairly durable too for an attacker
  • Junna4 – Was incredible till the introduction of Michiru4, not tanky enough to survive in the new tank meta, but still very strong unless you play against Michiru
  • Lala3 – 3AP is a Dodge Breaker + Easy access ACT Down, also fairly tanky, very underrated IMO
  • PNana – Very strong against Maya and Tamao

Good in less situations, but still good:

  • Karen4 – Physical AOE isn’t quite as good as Special AOE, her 2AP doesn’t build Kirameki
  • KnightRuko – Stun isn’t as good as HRuko’s stop, the damage down debuff isn’t as useful as buffing yourself, as you’ll generally be hitting the 3AP on a tank

Goodish 3* characters:

  • DreamNana
  • Fumi
  • Junna

Goodish 2* characters:

  • Yuyuko (she actually has the highest ACT of all 2*, at 40/7 very close to that of a 3* attacker, could actually be >3* attacker at level 50/7)
  • Karen

Probably not worth wasting cost on:

  • Hikari4

4.2 The Dream Team

Meta has shifted a lot with Michiru – this team is good but not ideal

GirlCostMemoirMax LBCost
Shizuha4 or Ichie4 or Maya4 or Michiru41216kr + Guts24kr6
Aruru412
Junna41216kr + Guts/Dodge24kr6
Yuyuko41216kr + Guts/Dodge24kr6
Yachiyo41216kr + Guts/Dodge24kr6
6024

Theory – Open up with Yuyuko CA and go to town!

5. Top Memoirs

9 COST

Basically unattainable except by the biggest of spenders, this memoir gives 2 guts stacks at MLB.  This is beyond good.

28 Kirameki: This can get girls who do not have a 2AP ki skill online fast.

6 COST

4 COST

2 COST

These two memoirs give 16ki at Max Limit Break, which allows great flexibility in using memoirs and getting one girl with a 2APki skill online ASAP.

Note1: Guts is basically required at this point to be competitive at a high level

6. Revue Songs

You are fairly free to choose songs, my suggestions below:

  • Flat +25 ACT (more damage)
  • Flat +25 Special Defense (>25 is greater than 3% of Special Defense on most girls)
  • Flat 3% Crit (to be used in conjunction with a crit memoir, for a chance at a free win)