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IMMORTAL DRAGON RAGSHELM REVIEW

RAGSHELM - UNIT REVIEW AND ANALYSIS

Since we can now evolve Shera, Ragshelm and Reeze to their 7-star form. Let's review these Units with their newly-revealed power.

IMMORTAL DRAGON RAGSHELM

Stats

StatsHPATKDEFREC
Base5,3221,9731,9381,445
Lord6,6002,3472,4441,978
Anima7,4922,3472,4441,740
Breaker6,6002,5852,2061,978
Guardian6,6002,3472,6821,859
Oracle6,6002,3472,3252,335
Max ImpUnit ills thum 40432 1,000Unit ills thum 10452 340Unit ills thum 20442 340Unit ills thum 30432 620
  Final, in-game stats may differ slightly
Hits/Cost:
14 (3 DC) / 40 Cost

LS:
Boost Atk & max HP (30%), chance to ignore Def (15%) and mitigate damage received (10%) during Guard.

BB: (25 BC)
17 Hits Earth AoE (260%), chance (30%) to apply -30% Atk or Def for 1 turn (separate proc) and chance to apply Injury buff (18%) for 3 turns.

SBB: (23 BC)
19 Hits Earth AoE (500%), chance (30%) to apply -30% Atk or Def for 2 turns (separate proc), chance (18%) to apply Injury buff for 3 turns and chance (25%) to apply Spark debuff to increase Spark damage (40%) for 1 turn.

UBB: (25BC)
21 Hits Earth AoE (1000%), chance (10%) to apply -60% Atk for one turn, buff for 2 turns and apply 100% Damage Received Spark debuff for 1 turn.

ES:
Boost Atk (100%) when enemy has status ailments & apply ignore Def buff for 2 turns on BB & SBB usage. 

Quick Unit review and Analysis:
  • Balanced stats again. His drop checks were pretty nice as a 6* unit - they're very nice as a 7* unit. Usable in the area - earth doesn't actually have very good arena support to date, and I think Ragsy might be one of if not the best arena unit in the element (though he's still clearly beaten by some units in pretty much every other element)
  • His LS ended up pretty unfortunate. Guard mitigation isn't all that great - attacks which force a guard to survive are usually ones mititgation doesn't work against these days, and it multiplies against regular mitigation for the ones that do so it's only really 5%. 30% ATK/HP and some DEF ignore don't make for a strong 7* LS either.
  • His ES cements the DEF ignore in his LS as being, practically speaking, worthless. There's also 100% ATK against enemies inflicted with the standard status ailments, and he's a very good provider of Injury for when that works - you'd want to pair him with other status users to get more coverage when enemies are immune to injury. Overall though? Pretty weak for an ES.
  • His BB is simultaneously the most reliable provider of Injury and the most reliable provider of ATK down in the game. It's not 50% ATK down, but it's going to prevent more damage over the course of a fight due to how likely it is to trigger - an 88.2% chance if all 6 units attack, providing an average of 26.4% ATK reduciton on all enemies (by comparison global's Zedus provides an average of 25% ATK reduction, and he's considered the best at the niche)
  • Ragsy's SBB keeps that and add Rhoa's spark damage increase debuff. Which is... a thing. As I've said before with Rhoa, it's typically one of the weakest damag buffs after DEF Ignore, and... like Rhoa, Ragsy has DEF Ignore from his ES as well. Basically, this SBB isn't important. It's strictly a damage boost over the BB, but if you have to skill BB for a turn to use it. you're not gaining much, especially if you have a BB damage buff active. It might matter in raids where apparantly any status effects you inflict will appear for other players after your damage appears on their screen, but apart from that it's only going to be used when it happens to charge.
    • What I mean to say is: If it charges, go ahead and use it. If you only get BB ready instead... just use your BB. You lose more damage by waiting for an extra turn for the SBB to charge.
  • His UBB effects are a higher ATK down infliction buff (60% ATK down at a 10% chance, 2 turns), and a 1 turn 100% chance 100% spark damage increase debuff. Strictly speaking even some of the starter units had stronger UBB's in either  niche - Vargas had 80% ATK down for 2 turns at 100% chance, and Eze had 120% Spark damage for 3 turns as opposed to Ragsy's 100% spark damage for 1 turn (given that both would stack with BB/SBB spark damage boosts, Eze is clearly better at it). I'm sure there must be other 7* units better in either role as wel, so... yeah.
Overall, Ragsy's a great unit for raids or even possibly trials due to that incredible stable injury and ATK down debuff, but he's got some very noticeable failings in his LS, ES and UBB. He's still arguable the best unit in the game in the ATK down niche, however.
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