Irregular
Irregular
Urek has insane Damage and Grouping/Utility.
His survivability is sufficient, allowing for good versatility with team composition and IW choice.
Currently the best unit in the game!
Mazino leaps into the air from the middle of the battlefield and delivers a powerful strike. When he leaps the ground collapses, pulling in nearby enemies to deal 400% of ATK as DMG and Knocking them Down for 5 sec.
Then he delivers a powerful punch that deals 4,000% of ATK as DMG to enemies in range.
He becomes invincible while using this skill.
Mazino releases the sealed Shinsu to deal DMG equal to 1,000% of his ATK to enemies in range, Paralyzing them for 5 sec.
Afterward, increases his Critical Hit Rate by 80% and decreases DMG Taken by 50% for 12 sec.
Mazino instantly teleports behind the enemy through Space Distortion, then descends to deal DMG equal to 800% of ATK to enemies in range and Knock them Down for 5 sec. Afterward, he leaves behind a Space Distortion aftershock that deals DMG equal to 400% of ATK every second to enemies in range and decreases their Physical Resistance by 60% for 10 sec.
At the start of the battle, Mazino increases his ATK, DEF, and HP by 600% (Cannot be removed with buff removal skills.)
He becomes immune to status effects during the battle, and each time he is hit by a status effect attack, his ATK increases by 50% and his Special Move Pierce by 15% (Max: 5 Stacks)
Additionally, DMG taken at once cannot exceed 20% of his MAX HP, and each time he uses the skill, creates a Barrier equal to 50% of his MAX HP for all allies for 8 sec.
Critical Rate Increase
Power Unleashed is enhanced, increasing Mazino's Physical Pierce by 40% for 12 sec when used.
Power Unleashed is enhanced, increasing Mazino's Critical DMG Reduction by 40% for 12 sec.
Absolute Violence is enhanced, reducing Critical Hit Resistance of enemies within aftershock range by 60%.
Absolute Violence is enhanced, reducing Critical DMG Reduction of enemies within aftershock range by 60%.
When Mazino uses Power Unleashed, his Physical Resistance increases by 80% for 12 sec, and all effects gained from this skill cannot be removed by buff removal skills.
The descending attack of Absolute Violence decreases hit enemies' Energy by 500.
While he has a Barrier, Mazino recovers 100 Energy every second and decreases Active Skill cooldown by 0.5 sec.
The Gorgons' Fists attacks do not miss, and the final strike deals additional DMG equal to 30% of the enemy's Max HP (600% of ATK if the target is a boss).
Mazino's Physical Pierce increases by 30% and Effect Hit by 95 in Arenas.
(Cannot be removed with buff removal skills.)
For detailed information on which investment is needed, please refer to the "Investment Guide" section.
I consider Runda BiS ONLY if you are running Slot 4 Magic Resistance, otherwise just go either Bergamot or Bari.
Bari is better when facing multi-hit attacks, and Bergamot is better in all other scenarios.
Idea is an interesting pick as well, making him cast 4 Special Moves in quick succession.
Alocasia could work too and it's a decent option, but if your EVA is not high enough it will be useless.
Abgrund is viable too, but you would be forced to run a Revolution 5 Alphine with him.
Raihanna is viable after the buff, but it's worse than the alternatives.
Mago could also become viable if its rework is good enough.
Sela can be used after the rework and it wouldn't be a bad pick, but it feels weaker than the alternatives.
Doris is a good set as well, but I would rather run it on a support unit.
For detailed information on stats and upgrades, please check the Investment Guide section below.
Grouping, Energy Decrease, Barriers, Physical Resistance Decrease
Energy, HP Recovery Block, Healing (a bit of survivability), DEF Decrease, Buff Removal
Multi-hit attacks, they can kill you super fast, some examples are Data Gustang, White and Kaiser (You can always change the team a bit to account for them, it's no big deal)
Anyone, you can always tweak the teams to deal with just about anything
These are just example teams and are by no means the best possible combinations. We avoid using units that are not easily obtainable or common.
Deficit < 350
Ranker
Deficit > 350
Ranker
+30
Lv. 6
+0
+4
+0
+0
+16
+12
+12
+16
Critical DMG Increase+16
Physical PiercePhysical Pierce, Crit DMG Increase, ACC, EVA, Effect Hit, Effect Resistance, Crit Rate Increase
You could opt for Resistances on Slot 4 and 5, he won't do as much damage but he should survive a bit better.
He can work at 0 dupes, his damage is decent at lower deficits and his utility is good.
He will need good support units to keep him alive until his first Special Move.
Orange 4 is a good upgrade, but if you go that far, you might as well take him to Rainbow 5.
Deficit < 350
Irregular
Deficit > 350
Irregular
+35
Lv. 6
+0
+5
+0
+5
+20
+16
+16
+20
Magic Resistance+20
Physical PierceMagic Resistance, Physical Pierce, Critical DMG Increase, Effect Resistance, Effect Hit, ACC, EVA
If your deficit is 500+ you can run Slot 4 Critical DMG Increase instead. In that case, it is better to use Bari or Bergamot.
If you decided to go for the Damage Build, HP and DEF can be left at 0 and Max Cooldown Reduction becomes less important.
Deficit < 350
Irregular
Deficit > 350
Irregular
+40
Lv. 6
+0
+5
+0
+5
+20
+20
+20
+20
Magic Resistance+20
Physical PierceMagic Resistance, Physical Pierce, Critical DMG Increase, Effect Resistance, Effect Hit, ACC, EVA
If your deficit is 500+ you can run Slot 4 Critical DMG Increase instead. In that case, it is better to use Bari or Bergamot.
If you decided to go for the Damage Build, HP, DEF, Critical Hit Resistance and Special Move Resistance can be left at 0. Max Cooldown Reduction would also become less important in that case.