Post by kameron on Oct 31, 2016 1:46:35 GMT
Here's a list of the current plat units available (or soon to be available) in the game. This is my opinion and therefore can be incorrect. Each unit's value-ability is up to you/your union and how you implement it.
Aterui - 7* Fire Pound
30% Multi/Rush
Unique Ability: 15% Negate damage and reflect 1/2 of it
Ability: Fire Boost III
Note: Useful in KoF
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Ara - 7* Earth Flurry
30% Rush
Unique Ability: 100% When skill is activated, next turn +1 action (Max 5 times per turn)
Ability
Note:
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Azrael - 7* Fire Flurry
30% Multi/Rush
Unique Ability: 50% Chance to mark a foe upon the start of turn, making all attacks critical.
Note: Great for BotB
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Ba’al - 7* Earth Flurry
30% Multi/Rush
Unique Ability: 100% Boosts self ATK based on current HP (only active when over 50% HP)
Ability: Overdrive III
Note: Useful in any attack deck since at full health = 1.5x damage output. When paired with Platinum Guna even better! Could be decent in defense decks if paired with stun units or boosted with passives and is able to attack the enemy.
PPs: Red with Summer Units such as Swimsuit Goemon, Swimsuit Kraken, Swimsuit Helena, (more to be added)
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Babbage - 7* Null Pound
30% Multi
Unique Ability: 40% If attacked with even damage i.e. "4900" or "8726", chance to negate and heal for 1/2 the damage received. No affect on odd damage i.e. "5045"' or "8937".
Ability: Cleanse
PPs: Green w/ Plat Salix
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Bacchus - 7* Water Flurry
30% Multi
Unique Ability: 100% Slightly boosts team/foes' ATK, Chance to stun ally and/or foe at the start of each ally turn.
Ability: Overdrive III
Note: I find this unit to be useful with Nina or Zeruel. But it's high risk high reward since she can stun ally units. Maybe the best situation would be in KoF or UvsU defense because there will only be 3 of your units versus the enemy having 5. Therefore a higher chance to stun one of them. If you use her have a cleanse ability in your arsenal so that if you accidentally get stunned you have the option of reversing it.
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Baldr - 7* Null Pound
30% Rush
Unique Ability: 20% gives chance to parry a foe's attack.
Ability: Null Boost III
Note: Low % chance but can completely evade an attack. Useful in UvsU defense decks.
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Balin - 7* Water Flurry
30% Multi
Unique Ability: 100% Increases Damage dealt to Fire foes, Reduces Damage received from Fire foes (Affects self only)
Ability: Skill Boost III
Note: PPs with Arthur
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Beatrice - 7* Null Flurry
30% Multi/Rush
Unique Ability: 30% for all actives to proc the first turn of a wave.
Note: A lot of hits (6) and is good for most events (maybe not so much for BotB)
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Cronus: 7* Earth Pound
30% Multi/Rush
Unique Ability: 50% Chance to negate all allies'/foes' buffs & debuffs at the start of wave
Ability: Overdrive III
Note:
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Daji - 7* Earth Pound
30% Multi
Unique Ability: 40% Chance to survive a foe's killshot with 1 HP (CTA skill boost L = 55%)
Ability: Overdrive III
Note: Fairly high chance to stall the enemy during UvsU when placed in defense. Might be a good idea to pair Plat Guna with her. Bad thing: only has 1 hp left, so any attack that lands will kill.
PPs: Red with Di Xin. %age unknown.
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Daphne - 7* Earth Slice
30% Multi
Unique Ability: 100% Boosts team ATK and HP after each wave of enemies.
Ability: Earth Boost III
Note: Useful in situations where many stages exist like quests, rifts, trials of the ages, etc.. Only 5 waves in UvsU so limited use. KoF has many waves and may make the last stages very effective. Do not own so biased opinion.
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Diarmuid - 7* Fire Flurry
30% Rush
Unique Ability: 50% Chance for Active Skill to proc once again after procing
Ability: Flurry Boost III
Note: Useful in BotB and can proc multiple times (Up to 4x?) in one burst. Unique gets reset after each attack so can keep on procing. May be useful in UvsU defense deck to waste time from the enemy but is a flurry with low defense.
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Djehuti - 7* Water Pound
30% Multi
Unique Ability: 100% Reduce foes' skill chance by 1/2 + Reduce turns for ability by 1 each turn
Ability: Cleanse
Note:
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Elisabeth - 7* Fire Slice
30% Multi/Rush
Unique Ability: 100% Boosts self ATK upon each successful killshot + Slightly heals team HP
Ability: Slice Boost III
Note: Overkill hits count as kill shots so can increase own attack very quickly. Useful when multiple waves or turns/stages exist in an event. Useful in KoF and Trials of Ages.
PPs: With Camilla
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Fenrir - 7* Earth Slice
30% Multi/Rush
Unique Ability: 50% Chance to paralyze foes for 1 turn and lower their skill chance after turn
Ability: Ruin III
Note: Useful in def decks for UvsU or KoF. Better if paired with Plat Guna or other passives to make sure she survives the turn to use her skill. Also super cute.
PPs: Green with Hel and Jormungand. 1.1x. "Twilight Creatures"
Red with Tyr. %age unknown.
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Fionn - 7* Fire Pound
30% Multi/Rush
Unique Ability: 40% When attacked, reduces the damage received and stuns attacker for 2 turns
Ability: XXX
Note:
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Gilles de Rais - 7* Fire Pound
30% Multi
Unique Ability: 30% Chance of Skill proving after foe's turn (CTA Skill Boost S = 35%)
Ability: Fire Boost III
Ability: Useful when paired with Jeanne. 1.5x health. Useful in KoF attack deck to lower attack and def of enemy. Useful in UvsU defense deck as bulky pound and potential to damage enemy two times.
PPs: Green with Jeanne. 1.5x "Love & Courage"
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Guna (Remix) - 7* Earth Flurry
30% Multi/Rush
Unique Ability: 100% Increases ATK/HP/Skill Chance of all Earth Units in the Deck. [20% to Attack/HP, 5% to Skill increase (Includes Earth Type Assists)]
Ability: Earth Boost III
Note: Useful for Earth Atk decks or Earth def lines in UvsU and KoF. Versatile. Can be useful in most/all events. Just need the units to pair with her. Especially useful when in deck and as Assist. 40% to attack and health. 10% to skill.
PPs Red with Remix Units
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Guna (V) - 7* Null Flurry
30% Multi/Rush
Unique Ability: Ability: 100% Boosts self ATK based on enemies' HP (only active when over 50% HP)
Ability: Flurry Boost III
Note:
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Idun (NY) - 7* Earth Pound
30% Rush
Unique Ability: 30% Chance to reduce damage received from enemy attacks by X%.
Ability: Overdrive III
Note:
PPs: Green with Eris or Other NY Units like NY Tsukuyomi and NY Eris
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Idun (SS) - 7* Null Flurry
30% Multi
Unique Ability: 100% Increase (Ally) Skill Chance (by 5%)/ Decrease Foes' Skill Chance (by 5%) when Idun is alive
Ability: Flurry Boost III
Note: Useful in attack decks or defense decks where an increase to skill matters. Doubly useful when also used as assist.
PPs: Green with Eris. %age unknown "Golden Apples"
Yellow with Swim Suit Grimm or Original Grimm. %age unknown.
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Iseult - 7* Earth Flurry
30% Multi
Unique Ability: 100% Add 1 Extra Action at the start of each turn.
Ability: Flurry Boost III
Note: Useful to have 6 turns per each attack instead of 5. Also can stall the enemy during UvsU if in defense deck but needs hp boost.
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Jeanne d’Arc - 7* Water Flurry
30% Multi/Rush
Unique Ability: 25% Chance for Critical on attack
Ability: Overdrive III
Note: Good to have for an extra punch and goes through units with high defense.
PPs: Green with Gilles de Rais 1.5x "Love & Courage"
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Jormungand - 7* Water Slice
30% Rush
Unique Ability: 100% Boost self ATK after every turn
Ability: Water Boost III
Note: Most effective in BotB and better after every turn.
PPs: Green with Hel and Fenrir. 1.1x "Twilight Creatures"
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Lilith - 7* Water Slice
30% Multi/Rush
Unique Ability: 100% Increases Damage dealt to Null foes, Reduces Damage received from Null foes (Affects self only)
Ability: Slice Boost III
Note: Useful against Null Bosses in quests and BotB. Useful against any null enemy in KoF and UvsU.
PPs red with Remix Units;
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Liu Bei - 7* Water Pound
30% Rush
Unique Ability: 30% Chance to reduce damage received by team for 1 turn at start of wave
Ability: Overdrive III
Note:
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Meru - 7* Fire Slice
30% Multi/Rush
Unique Ability: 100% Increases ATK/HP/Skill Chance of all Fire Units in the Deck. [20% to Attack/HP, 5% to Skill increase (Includes Fire Type Assists)]
Ability:
Note: Useful for Fire Atk decks or Fire def lines in UvsU and KoF. Versatile. Can be useful in most/all events. Just need the units to pair with her. Especially useful when in deck and as Assist. 40% to attack and health. 10% to skill. Can combine with Idun for another +5% skill or +10% skill.
PPs: With Salix (Yellow) or Nina (XXX)
Also with other Xmas Units released at the same time
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Metatron - 7* Fire Flurry
30% Multi/Rush
Unique Ability: Boosts self ATK + SKill based on how many other active fire units are in deck
(+5% attack, +1% Skill per unit)
Ability: Fire Boost III
Note:
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Nina - 7* Water Pound
30% Multi/Rush
Unique Ability: 40% Unique Chance to stun a foe at the start of each turn (CTA boost M = 50%)
Ability: Water Boost III
Note: Useful when combined with Zeruel/Fenrir/Stun units to maximize amount of enemy units that are incapacitated.
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Oceanus - 7* Water Slice
30% Multi/Rush
Special Ability: 60% Chance to create Barrier at start of wave (CTA boost L = 75%)
Ability: Skill Boost III
Note: Deflects one hit. Useful in KoF to block a large bomb. Can be useful to try and keep a line alive in UvsU defense to try and stall the enemy.
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Pallas Athena - 7* Fire Slice
30% Multi/Rush
Unique Ability: 40% Gives units a chance to resist foe's debuts (CTA boost M = 50%)
Ability: Cleanse
Note: Useful as assist in UvsU or KoF to block debuffs.
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Rudra - 7* Earth Slice
30% Multi/Rush
Unique Ability: 50% Chance to Add 2 Extra actions at the start of turn
Ability: Slice Boost III
Note:
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Ruprecht - 7* Null Slice
30% Multi
Unique Ability: 100% Increases ATK/HP/Skill chance for each null unit in deck
Ability: Null Cure All III
Note:
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Salix - 7* Earth Flurry
30% Multi/Rush
Unique Ability: 30% Chance to proc all allies' awkakened passive skills at the start of the wave (assists included) (CTA boost M = 40%)
Ability: Flurry Boost III
Note: Maximized when ally units have more passives.
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Sarah - 7*Null Slice
30% Rush
Unique Ability: 100% Upon Death, paralyses and damages foes after their turn
Ability: Overdrive III
Note: Best when dead before other units on the line so the enemy has to use an ability cleanse to get rid of paralyze because on the next wave the enemy could have units with cure proc.
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Tamamo - 7* Fire Pound
30% Multi
Unique Ability: 20% Chance to take down a foe upon being defeated
Ability: Ruin III
Note:
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Upier - 7* Fire Flurry
30% Multi
Unique Ability: 40% Chance for Multi skill to proc upon start of wave (CTA boost S = 45%)
Ability: Fire Boost III
Note: Useful in UvsU defense decks or in attack decks to try and get 6 attacks in.
PPs: Red with Empusa 1.1x.
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Zeruel - 7* Fire Slice
30% Multi
Special Ability: 40% Chance to launch one or more foes at start of the wave (CTA skill boost M = 50%)
Ability: Fire Slice Pact III
Note: Most effective as the first team so the enemy doesn't have burst and less units to attack with. Useful in UvsU defense decks and KoF.
Statistics: 39 Plat Units
11/39 Earth
11/39 Fire
8/39 Null
9/39 Water
15/39 Flurry
12/39 Slice
12/39 Pound