R9
This page is no longer being updated. R10 eventually, maybe.
Stats are relative to R7-6 at 3 stars. Note that slight losses of less than 10 points may not be losses at 4/5 stars. For example, Akari's R9-3 at 5 stars is more mtk than her R8-6 but if she's 3 stars or less, then her R8-6 is slightly more.
I may or may not make note of how some equipment pieces may be harmful to a build, but I also may not. Keep in mind that extra defensive pieces can cost you a UB from extra eHP lowering TP gain from damage taken.
For some characters, where damage taken to output matters, a maximum star rating may be recommended. If there is no recommendation on the star rating, then it probably doesn't matter; however, there are some cases where an extra star can cost you a UB, but I will not note these cases if you'd otherwise be sacrificing too many stats like is the case with Akino or whatever.
Girl | R8-6 | R9-5 | Rec | Notes |
---|---|---|---|---|
Akari | +312mtk, +775HP, +15def, +30mdef, +10TPRetain, -5TPBoost |
+535mtk, +1615HP, +24def, +41mdef, +26crit, +15TPRetain, -5TPBoost |
R9 | R9 is strictly better. With the introduction of TPRetain as a stat, the TPBoost loss is no longer relevant. Generating 850TP is 9 actions (or versus 11 actions to generate 1000 at 10TPBoost or 10 actions to generate 900TP at 5TPBoost. |
Akino | +428atk, -22HP , +9def, +4mdef, +40crit, +8HPDrain, +20TPBoost |
+651atk, -54HP , +12def, +16mdef, +80crit, +10dodge, +50HealBoost, +10HPDrain, +30TPBoost |
R9 | R9 is strictly better. R8 UB's every 10 actions whereas R9 UB's every 9 actions; however, since Akino's kit is so slow, this may not make a difference in UB's per fight unless she's taking damage. The boots' 30HealBoost is a significant gain to eHP from her healing, HOWEVER these boots can fuck you over in CB since forgoing them is -440HP and -10dodge which can mean the difference between an extra UB or not (roundabout +3%ish TP Gain from damage taken when not equipped and -8.8% dodge for overall 13%ish extra TP Gain from not equipping boots). |
Anna | +445mtk, +827HP, +8def, +8mdef, +1HPDrain, -5TPBoost |
+645mtk, +1359HP, +16def, +36mdef, +42crit, +2HPDrain, -5TPBoost |
R9 | The Tamaki argument still exists in that R7 Anna will often UB before dying when she's the only baiting her and that after using her UB, Anna will simply die regardless of rank. Outside of that specific scenario, R9 is best especially if you use Kuka or Nozomi taunts to protect Anna. |
Aoi | +389atk, +203HP, +15def, +11mdef, +14dodge, +50crit, +15TPBoost | +605atk, +701HP, +13def, +21mdef, +17dodge, +115crit, +15TPBoost | R9 | R9 is strictly better. You're still not using her until her school shooter alt, but if you insist, you should skip out on her boots for CB. |
Arisa | +457atk, +132HP, +11def, +17mdef, +2dodge, +50crit, +15TPBoost | +740atk, +342HP, +9def, +27mdef, +1dodge, +115crit, +25TPBoost | R9 | R9 is strictly better. |
Ayane | +414atk, +537HP, +13def, +4mdef, +20crit, +8HPDrain, +10TPBoost | +699atk, +638HP, +16def, +14mdef, +50crit, +10HPDrain, +15TPBoost | R9 | R9 is strictly better. |
Chika | +311mtk, +759HP, +15def, +30mdef, +40HealBoost, +10TPRetain, -5TPBoost |
+495mtk, +1664HP, +31def, +39mdef, +22crit, +15HealBoost, +15TPRetain, -5TPBoost |
R8/3★ | There is some nuance to this. Both R8 and R9 take 10 actions to generate a UB; however, R9's damage threshhold to generate her UB at 9 actions is practically none (0.8% max HP) whereas R8 needs to take 10.2% max HP damage and this can be the difference maker in some scenarios. The reason why I recommend R8 is because the 10.2% damage taken threshhold is reached often enough and also R8 heals for roundabout 9% more HP. Depending on how tanky your team is, this extra 9% may not matter, in which case you should go R9, especially if you find yourself "holding" her UB for the summon cancel tech. |
Djeeta | +446atk, +299HP, +11def, +2mdef, +40crit, +20TPBoost | +775atk, -39HP , +12def, +13mdef, +6dodge, +80crit, +6HPDrain, +30TPBoost |
R9 | R9 is strictly better. |
Eriko | +523atk, +199HP, +11def, +2mdef, +20crit, +10TPBoost | +850atk, +256HP, +14def, +13mdef, +80crit, +6HPDrain, +30TPBoost | R9 | R9 is strictly better. |
Hatsune | +320mtk, +1183HP, +17def, +21mdef, +32crit, +1HPDrain, -5TPBoost |
+484mtk, +1691HP, +20def, +50mdef, +52crit, -5TPBoost |
R9 | R9 is strictly better. The ~0.5% lifesteal boost does not compensate. |
Hiyori | +540atk, -46HP , +14def, -1mdef , +2dodge, -3HPDrain , +50crit, +10TPRetain, +22TPBoost |
+855atk, +187HP, +11def, +4mdef, +1dodge, -3HPDrain , +120crit, +15TPRetain, +39TPBoost |
R9 | R9 is strictly better. The lifesteal argument for R7 is a meme. |
Ilya | +536matk, +287HP, -1def , +4mdef, +32crit, +1HPDrain, -5TPBoost |
+791mtk, +809HP, +1def, +21mdef, +54crit, +2HPDrain -15HealBoost , -5TPBoost |
R9 | R9's HealBoost loss costs her 5% self healing on her UB; this is unlikely to be relevant. At Lv93/R9-3/4★, her self-harm gives 157TP each whereas Lv93/R9-3/5★ gives 146TP. Since she gets 94 per action, coupled with Saren/Yukari's +323 (308 with 5%TPBoost), she will UB on her 2nd or 4th turn regardless of being 4★ or 5★. It is worth considering that 4★ Ilya instantly dies to Arisa+Tamaki; however, this defense comp is not favorable as it dies to too many other things. 4★ Ilya does what you need her to do well enough, but 5★ isn't a brick. I didn't mention 3★ because the dumb broad will just die to Tamaki lol. If your Ilya is kept at 4★, you have the option to tech in a 5★ mage to bait Tamaki. |
Io | +298mtk, +1299HP, +25def, +22mdef, +10crit, +1HPDrain, -5TPBoost |
+586mtk, +1554HP, +26def, +32mdef, +51crit, -5TPBoost |
R9; R7/Lv98 with conditions | You'd rather Io be tankier for what she's used for. There is an argument for R7 because she has a TP Draining skill: this becomes relevant at Lv97+ as it shifts her UB to be one turn earlier (Turn 7/16/23 instead of Turn 8/17). Keep in mind that R7 Io will just explode to damage, so you'd need something that has both a win condition on Turn 7 and that survives up to that turn if you opt for R7. Also, there is a chance that the 23rd turn will not proc UB due to time-out. |
Jun | +250atk, +20mtk, +1468HP, +10dodge, +10def, +6mdef, +20crit, +30HealBoost, -4HPDrain , +10TPBoost |
+243atk, +30mtk, +2570HP, +5dodge, +36def, +40mdef, +30crit, +15HealBoost, -4HPDrain , +15TPBoost |
R9/MT; R8/OT | At 15TPBoost, she gets her UB one turn faster on her own merit (10 vs 11 turns) and with damage taken this can be two turns faster. As a main tank, this is going to significantly increase her chances of getting it off and thus survive for longer despite her dodge rate going down from 13.8%(R8) to 9.9%(R9); however, as off tank, she will get her UB off regardless and you're better off with the higher dodge rage (for residual AoE damage mitigation) and because her healing is 12% better at R8. |
Kaori | +487atk, +147HP, +15def, +5mdef, +2dodge, +50crit, -3HPDrain , +10TPRetain, +22TPBoost |
+802atk, +372HP, +13def, +10mdef, +1dodge, +120crit, -3HPDrain +15TPRetain, +39TPBoost |
R9 | R9 is strictly better. The lifesteal argument for R7 is a meme. |
Kyaru | +503mtk, +283HP, -2def , +7mdef, +32crit, +1HPDrain, -5TPBoost |
+756mtk, +801HP, +1def, +25mdef, +54crit, +2HPDrain, -5TPBoost |
R9 | Join TsunTsun! |
Kokkoro | +135atk, +20mtk, +1864HP, +23def, +23mdef, +10dodge, +10crit, +30HPBoost | +298atk, +30mtk, +2525HP, +46def, +40mdef, +7dodge, +35crit, +15HPBoost | R9/5★ or R8-2/3★ or R7-3/3★ | R8-2 (both weapons) is +99atk, +10crit with -576HP, -11def, -5mdef compared to R7-6 and +171atk, +10crit with +684HP, +13def, +18mdef compared to R7-3. These are the optimal stat distribution to UB as much as possible; however, this set up is likely to die on a handful of 2nd stage bosses. R8-2/3★ is recommended specifically for Lap 1 optimization and if you're allowed to handpick your 2nd stage hits whereas R7-3/3★ is recommended strictly just for Lap 1 optimization; she will not survive 2nd stage hits. R9/5★ would be your go to if you are NOT using Kokkoro as a tank on lap 1. This sacrifices 1 UB but lets you run comps on auto and tries to compensate somewhat via Kokkoro's own damage output. R9/5★ can also be used against some of the less favorable 2nd stage bosses. Think this one through, Allergy-sama. |
Kuka | +216atk, +84mtk, +1120HP, +12def, +28mdef, +10HealBoost, -5TPBoost |
+227atk, +194mtk, +2026HP, +31def, +50mdef, +15HPBoost, -5TPBoost |
R9 | R9 is strictly better. |
Kurumi | +297atk, +20mtk, +1710HP, +14def, +9mdef, -4HPDrain |
+281atk, +30mtk, +2675HP, +39def, +43mdef, +10dodge, -4HPDrain |
R9 | R9 is strictly better. |
Kyoka | +533mtk, +289HP, -1def , +5mdef, +32crit, +1HPDrain, -5TPBoost |
+786mtk, +812HP, +1def, +22mdef, +54crit, +2HPDrain, -5TPBoost |
R9 | R9 is strictly better |
Lima | +205atk, +20mtk, +764HP, +18def, +22mdef, +8HPDrain, +10TPBoost | +281atk, +30mtk, +1880HP, +47def, +43mdef, +40crit, +4HPDrain, +5TPBoost | R9 | R9-5 introduce significantly higher eHP (about 10%) due to higher def/mdef values. It is worth noting that R8 typically UB's one turn faster due to higher TPBoost and damage taken. Since Lima is run in rushdown teams, keeping her at R8 is typically fine since neither R8 nor R9 survive long enough to UB twice (either due to victory or defeat in most of her comps). |
Mahiru | +488atk, +572HP, +14def, +2dodge, +30crit, +10TPBoost | +713atk, +654HP, +15def, +14mdef, +11dodge, +75crit, +15TPBoost | R9 | R9 is strictly better. If you're using her in CB for whatever reason, you skip the R9 boots. |
Maho | +283mtk, +1035HP, +11def, +33mdef, +40HealBoost, +10TPRetain, -5TPBoost |
+480mtk, +1646HP, +24def, +42mdef, +32crit, +5HealBoost, +15TPRetain, -5TPBoost |
R8 | R9 has roughly 7% more eHP, but R8 heals for roughly 13% more HP, so in just one heal she makes up that eHP difference. Further, both R8 and R9 are tanky enough to survive a Tamaki UB, so there's no real benefit to going R9. Even considering TPRetain, both values take 10 turns to generate a UB and since she's typically tanking Tamaki UB's, the threshhold to bring these turns down is met regardless of 10 or 15 retain. |
Makoto | +535atk, +3HP, +8def, -3mdef , +50crit, +2HPDrain, +20TPBoost |
+790atk, +280HP, +11def, +19mdef, +95crit, +35TPBoost | R9 | R9 is strictly better. While both ranks take 8 turns per UB, R9 has a significantly lower damage taken threshhold to lower that turn count. |
Mifuyu | +296atk, +20mtk, +1034HP, +13def, +10mdef, +10dodge, +10crit, +30HealBoost | +653atk, +10mtk, +528HP, +11def, +18mdef, +15dodge, +45crit, +6HPDrain, +65HealBoost, +10TPBoost | R9 | R9 is strictly better. The higher dodge rate makes her physical eHP higher than R8. |
Mimi | +410atk, +839HP, +12def, -4mdef , +40crit, +20TPBoost |
+676atk, +546HP, +16def, +13mdef, +10dodge, +60crit, +6HPDrain, +20TPBoost | R9 | R9 is strictly better. Skip the boots for CB since they raise her dodge rate from 7.4%to 15.3% which has a significant chance of messing with damage taken TP gains. |
Misaki | +503mtk, +283HP, -2def , +7mdef, 32crit, +1HPDrain, -5TPBoost |
+756mtk, +801HP, +1def, +24mdef, +54crit, +2HPDrain, -5TPBoost |
R9 | R9 is strictly better. |
Misato | +346mtk, +801HP, +7def, +20mdef, +12crit, +25HealBoost, +10TPRetain, -5TPBoost |
+634mtk, +1188HP, +8def, +25mdef, +54crit, -10HealBoost , +15TPRetain, -5TPBoost, |
R8 | Both R8 and R9 take 10 actions to generate a UB; however, R9's damage threshhold to generate her UB at 9 actions is practically none (0.8% max HP) whereas R8 needs to take 10.2% max HP damage and this can be the difference maker in some scenarios. The reason why I recommend R8 is because the 10.2% damage taken threshhold is reached often enough and also R8 heals for roundabout 12% more HP. Since Misato has no enemy move canceling tech, she does not find herself holding her UB, so there is few to no scenario where you'd prefer R9, unlike Chika. |
Misogi | +232atk, +20mtk, +899HP, +23def, +20mdef, +14dodge, +30crit, +10TPRetain, +12TPBoost | +297atk, +30mtk, +2052HP, +43def, +35mdef, +17dodge, +50crit, +15TPRetain | R8 | Both ranks take 9turns to UB and 8 turns to UB after the first; however, R8 has a lower damage taken threshhold to reduce the turn count. While Misogi sees next to no play, she can be run in PArena against Ninon where her utility is fine and she'll be taking residual AoE damage which is where the damage taken threshhold comes into play. |
Mitsuki | +213atk, +20mtk, +1398HP, +19def, +13mdef, +20crit, +10TPBoost | +439atk, +10mtk, +1411HP, +38def, +25mdef, +50crit, +6HPDrain, +25TPBoost | R9 | R9 is strictly better. |
Miyako | +287atk, +20mtk, +642HP, +33def, +24mdef, +10crit, +3dodge | +428atk, +1739HP, +56def, +39mdef, -2dodge , +35crit |
R9 | R9 is strictly better. At face value, R9 has 8.5% more eHP, but if you consider R8 at 31.03%dodge vs R9 at 28.57% and do a 100/(1-.3103) vs 108.5/(1-.2857) comparison, then R9's advantage drops to 4.7% more eHP which is still an edge. |
Monika | +252atk, +691HP, +21def, +18mdef, +2dodge, +40crit, +8HPDrain, +20TPBoost | +442atk, +20mtk, +1354HP, +30def, +42mdef, +3dodge, +60crit, +4HPDrain, +10TPBoost | R? | R8 takes 10 turns to UB vs R9 at 11 turns. There's some cases where R8 could get an extra UB off, and since R9 only gains roundabout 180 extra damage per turn taken, this earlier and/or extra UB is significant, so I don't know. If you're using her for CB, see whether or not she gets the extra UB against whatever boss and keep her at R8 if so. |
Ninon | +535atk, -184HP , +3def, +50crit, +2HPDrain, +20TPBoost |
+884atk, -259HP , +6def, +9mdef, +115crit, +35TPBoost |
R9 | R9 is strictly better. |
Nozomi | +250atk, +20mtk, +1453HP, +9def, +5mdef, +10dodge, +20crit, +30HealBoost, +10TPBoost | +296atk, +30mtk, +2442HP, +33def, +36mdef, +5dodge, +30crit, +15HealBoost, +15TPBoost | R8 for stall; R9 for offense | R9 has 9.0% more eHP; after accounting for dodge (R8/13.8% vs R9/9.9%), R9 effectively has 4.3% more eHP. 5★ healing is R8/2374 vs R9/2135. Accounting for her healing, it takes 4 heals for R8 to have more eHP. If you consider that she will typically get two heals off at bare minimum and that these heals will hit 2 to 4 targets on defense, it's often the case that she will perform best at R8 in a defense comp. If you consider her as an offense option, then her UB coming out one turn faster will often be more beneficial, especially if she has less targets being healed. For CB, R9-1 will charge her UB the quickest; this can actually make or break some Unicorn comps. |
Pecorine | +269atk, +20mtk, +831HP, +9def, +14mdef, +10dodge, +20crit, +30HealBoost, +10TPBoost | +386atk, +30mtk, +1514HP, +36def, +33mdef, +5dodge, +50crit, +15HealBoost, +15TPBoost | R9 | R9 is strictly better. R9 has roughly 10% more eHP than R8, and 5.5% more physical eHP when you account for dodge. Also, despite the lower HealBoost, R9's eHP gain from the japanese doughnut is roughly the same (R9/13934 vs R8/14055). Also, due to the 4.5% extra TP gain from the higher TPBoost, Pecorine gains about the same TP from damage taken while getting more from turns taken. |
Rei | +322atk, +536HP, +13def, +8mdef, +40crit, +5HPDrain, +20TPBoost | +572atk, +451HP, +17def, +18mdef, +10dodge, +80crit, +7HPDrain, +30TPBoost | R9 | R9 is strictly better. Skip the boots for CB since they raise her dodge rate from 0%to 9.1% which not only has a newly introduced chance to screw with damage taken TP gains, but also weakens her S2 from the defensive gains. |
Rin | +262atk, +1341HP, +16def, +11mdef, +10dodge, +30crit, +30HealBoost, +10TPBoost | +305atk, +20mtk, +1963HP, +41def, +38mdef, +15dodge, +25crit, +6HPDrain, +45HealBoost, +15TPBoost | R9 | R9 is strictly better. |
Rino | +327atk, +463HP, +19def, +12mdef, +14dodge, +50crit, +15TPBoost | +546atk, +951HP, +19def, +24mdef, +17dodge, +115crit, +15TPBoost | R9 | R9 is strictly better |
Saren | +426atk, -22HP , +7def, +4mdef, +40crit, +8HPDrain, +20TPBoost |
+650atk, -55HP , +11def, +16mdef, +10dodge, +80crit, +10HPDrain, +30TPBoost |
R9 | R9 is strictly better. |
Shinobu | +424atk, -10HP , +11def, +9mdef, +40crit, +6HPDrain, +20TPBoost |
+690atk, -26HP , +14def, +19mdef, +10dodge, +95crit, +8HPDrain, +15TPBoost |
R8 | R8 UB's every 8 turns vs R9's UB every 9 turns. Since Shinobu's primary function is to UB faster and more to debuff defense, this is preferable even if it comes at a cost of her personal DPS. |
Shiori | +455atk, +133HP, +10def, +16mdef, +2dodge, +50crit, +15TPBoost | +739atk, +346HP, +8def, +28mdef, +1dodge, +115crit, +25TPBoost | R9 | R9 is strictly better. |
Shizuru | +285atk, +20mtk, +282HP, +11def, +17mdef, +10dodge, +20crit, +8HPDrain, +30HealBoost, +10TPBoost | +429atk, +10mtk, +958HP, +32def, +28mdef, +15dodge, +70crit, +4HPDrain, +45HealBoost, +25TPBoost | R9 | R9 is strictly better. |
Suzume | +282mtk, +1038HP, +11def, +32mdef, +40HealBoost, +10TPRetain, -5TPBoost |
+480mtk, +1650HP, +24def, +42mdef, +32crit, +5HealBoost, +15TPRetain, -5TPBoost |
?? | ??? |
Suzuna | +463atk, +67HP, +6def, +20mdef, +2dodge, +50crit, +15TPBoost | +746atk, +284HP, +4def, +31mdef, +1dodge, +115crit, +25TPBoost | R9 | R9 is strictly better. |
Tamaki | +330atk, +525HP, +21def, +19mdef, +14dodge, +20crit, -3HPDrain , +10TPBoost |
+473atk, +1494HP, +43def, +39mdef, +9dodge, +50crit, -3HPDrain , +15TPBoost |
R9 | R9 is strictly better. |
Yori | +546mtk, +182HP, 1def , -2mdef , +1dodge, +32crit, -5TPBoost |
+800mtk, +715HP, +1def, +16mdef, +54crit, +2HPDrain, -5TPBoost |
R9 | R9 is strictly better |
Yui | +346mtk, +803HP, +8def, +20mdef, +12crit, +25HealBoost, +10TPRetain, -5TPBoost |
+635mtk, +1191HP, +8def, +25mdef, +54crit, -10HealBoost , +15TPRetain, -5TPBoost |
R8 | Both R8 and R9 take 10 actions to generate a UB; however, R9's damage threshhold to generate her UB at 9 actions is practically none (0.8% max HP) whereas R8 needs to take 10.2% max HP damage and this can be the difference maker in some scenarios. The reason why I recommend R8 is because the 10.2% damage taken threshhold is reached often enough and also R8 heals for roundabout 11% more HP. Since Yui has no enemy move canceling tech, she does not find herself holding her UB, so there is few to no scenario where you'd prefer R9, unlike Chika. |
Yukari | +114atk, +20mtk, +1122HP, +19def, +27mdef, +10dodge, +20crit, +4HPDrain, +30HealBoost, +10TPBoost | +231atk, +30mtk, +2120HP, +45def, +42mdef, +5dodge, +50crit, +15HealBoost, +15TPBoost | R8 | R9 UB's one turn faster (10 vs 11) which can be important, but R8 heals for ~10% more. |
Yuki | +267mtk, +1200HP, +15def, +32mdef, +10TPRetain, -5TPBoost |
+465mtk, +1811HP, +28def, +41mdef, +32crit, +15TPRetain, -5TPBoost |
R9 | R9 is strictly better. |
My Thoughts on Armor Pieces
Ultimately, the answer to this question is "Will you get an extra UB if you do not equip it?", "Does the extra UB shift your timeline such that your defense breaks don't line up?", and "Can you be bothered to actually farm 30 fragments?". Further, armor pieces are more impactful on lower star units since 3★ have significantly lower base eHP, a small bonus will be more significant. On that note, 5★ units have roughly 40% to 70% more eHP than 3★ units, so armor on 5★ units is far less likely to make a UB difference than it is for 3★ units due to their innate damage-taken TP gains being 29% to 42% lower. This is kind of why you don't want a 4★ unit and should consider holding off until you have 270 fragments for an instant 5★ since the 5★ attack gain of roughly 15% plus 15 EX Skill levels is significant and can compensate a lost UB in these rare cases while the 4★ attack gain is often less than 5% while still gaining 20% to 40% eHP. The eHP is useful for PvP, but it does little for CB.
There's some armor that may be worth equipping regardless, like the Azure Robe since +20crit is +1% chance to crit and that can be the difference depending on what seed you roll even if it does give you roughly 5%eHP. There's some armor with such a low eHP gain like the Guardian Shield's +100attack at the cost of +3%eHP that may also be worth equipping. Then, there's also some armor that gives you fuck all and just increases eHP like the Lunar Bracelet which gives like +11%eHP and no offensive gains. If I was your danchou, and you equipped a Lunar Bracelet on a core CB unit, I'd be very disappointed. The absolute worst armor pieces for CB, though, are anything with dodge like the Angel Boots.
Redundant Comp Stuff
Use whatever sources you care to. CBanon's sheet is decent. JP Niconico videos from the time are good. CN Bilibili videos are also good.
This is more of general information than it is specific.
The most important thing to keep in mind is to maximize defense break. A full defense break is triple to quadruple damage depending on boss.
If you have Makoto, you want to borrow Kaori once, Makoto once, and 5★ Kyouka or Ilya once.
If you are a Makotolet, you want to borrow Makoto twice, and 5★ Kyouka or Ilya once.
This is because Kaori's damage potential is way too obscene, so if you can use her twice, you should.
I may update this with more details later, probably.
Team 1: Mitsuki+Makoto+3
Defense Break Total: 289 (119+80+90) [preferably used on Wyvern, Orc, or Crab]
Team 2: Saren+Makoto+Jun+2
Defense Break Total: 230 (80+90+60) [enough for Gryphon or Unicorn]
Junlet 2A: Kyaru+Saren+Makoto+2
Defense Break Total: 210 (40+80+90) [enough for Gryphon or Unicorn]
Team 3 Crab: Kyouka+Kyaru+Akari+Ilya+1
5★Illya can kill herself. I recommend you cancel the skill she would use before her first UB for safety. You will get this UB back by the end of the fight due to the shifted timeline. Also, I recommend 5★Tamaki for consistency, but most 5★ options will yield more than 600k damage on lap 2 while still beign relatively consistent.
Lap 2 Notes
Your main two hits can do 900k+ damage on Orc or Unicorn.
I'll leave some potential 3rd hit options if you can't hit the crab as well as some Makotolet options here too.
Ideally, you'll want to hold your 3rd team (magic) for the crab since it'll get the most milage.
Orc: Jun must be 3★/R9-5 or she will die unless you are using Tamaki to delay the Orc's UB
- I'll put a 3rd team option here once I figure one out that doesn't suck
- I'll put a 3rd team Makotolet option here once I figure one out that doesn't suck
Unicorn: Nozomi must be R9-5 to have her taunt up before the Unicorn's UB. If she is R8-6, she will be 1 turn too late unless you use Tamaki to delay the Unicorn's UB. The timing is tight, you must UB as soon as it is available (canceling an auto).
- I'll put a 3rd team option here for those who own Makoto once I figure one out that doesn't suck
- Mitsuki+Eriko+Hiyori+Makoto+Nozomi is 900k+ on manual. Does not use Kaori, so it's an option for Makotolets.
- Monika+Eriko+Hiyori+Makoto+Nozomi is 650k+ on auto. It's not a great comp, but it works if you don't have Makoto or Jun and leaves your Mitsuki open for other bosses.
Crab:
- Suzuna+Shiori+Saren+Makoto+Jun. Leaves Kaori and Mitsuki open for 600k+ damage. >>336324617
Here's a some playlists with a lot of fucking options:
https://www.bilibili.com/video/BV1gi4y13747
https://www.bilibili.com/video/BV1zT4y1j768