User blog:KKytes/Dark Vortex Arena

Hullo everyone! Happy New Year! How's your 2018 going so far? (o3o)/

For the first time, we actually have advanced notice for the set dates for the Dark Vortex Arena, and with a couple of days to go before the start of the event, I thought it was about time to make the Dark Vortex Arena Unit Spotlight! And tldr? The battle for the top 5000 will be rough.

If you're new to this whole string of blogs, basically what this is is a "brief" summary of which units to expect in the Vortex Arena. The spotlight includes their respective buffpools, skills, and Skill Point options, as well as a quick explanation detailing why exactly these units are dangerous. Without further ado, let's get to it!

Preface
Crimson Storm Mich, the new BF Wikia Admin (congrats to that, it was well deserved~) already put up an article detailing the whole mechanics of the Dark Vortex Arena (link here), and altogether, everything's pretty much the same, with a few key adjustments. These said adjustments will be mentioned here. Keep note that these notes have been obtained from Mich's article on the Dark Vortex Arena.

There are three main adjustments brought into this Vortex Arena.

Firstly, instead of the regular six days, the length of the Vortex Arena is now five.

Secondly, rewards from the Dark Vortex Arena must be manually claimed.

Finally, should the rewards not be claimed, they will be forfeited on the seventh day.

Please adjust accordingly.

Units
There are a ton of Dark units who will undoubtedly cause us all a fair bit of trouble in this Vortex Arena. Here's a list of which units pose the biggest threat, and a short explanation accompanying each explaining why they'll be a pain to deal with. As per usual, this guide will assume that all units are in their Omni forms, and at their maximum level. In terms of Skill Point options, this guide will only mention the ones which seem the most deadly in the case of the Light Vortex Arena. It will also assume that none of these units are further evolved (i.e. Omni +1, +2, +3).

Should you want to read the entirety of the unit's bio, click on its title - I attached hyperlinks directing towards each unit's unit page.

I'll also post another paragraph under each unit detailing what a feasable Skill Point setup would be, as well as how to best handle each unit. Let's get started! (ovo)/

Damage Dealers
This portion is filled with units who are the main damage dealers in a mono-Dark element squad. This can be because of many factors - such as their raw damage outputs, self-buffs, hitcount boosts, or the main fact that they all hit like trucks.

Occult Reaper Ciardha
This genetically engineered masterpiece was the result of the gods and their efforts to create mortal weapons of mass destruction.

As the flagship Vortex Arena unit, there's no doubt that Ciardha packs a punch. His Leader Skill includes a 150% Attack and 80% Defense boost for Dark types, as well as a 20% damage reduction from Light and Dark types. Aside from this, he also brings a +1 hitcount boost and a 35% for an AoE normal attack. Finally, he has the standard ABP/CBP boost. This makes him a deadly unit who can potentially make your squad have the ability to One-Turn-Kill.

His Extra Skill grants a squadwide 25% Critical Damage boost, as well as a self Angel Idol proc when his HP drops below 25%. It also boosts his Attack cap to 130000, and gives him an additional AoE attack against Light and Dark types to his SBB.

Ciardha's buffpool is probably one of the best Arena/Colosseum buffpools. His BB includes a self Stealth buff, as well as a self Attack and Critical Hit Rate boost. It also has a +2 hitcount boost and a DoT. Likewise, his SBB includes a self Stealth buff, as well as a self Attack and Critical hit Rate boost, but also includes a Critical Damage boost for Dark types. Aside from that, it includes a hitcount boost and a DoT. In other words, should Ciardha activate either his BB or his SBB, he's potentially unkillable thanks to the Stealth buff should there be other units on the field.

In terms of Skill Point options, he can boost his Attack and HP to 50-70%, and boost his Spark and Critical Damage. He can also boost his hitcount (+2) and give himself another Angel Idol proc. Aside from this, he can raise his Attack cap to 160000 and enhance either his LS' Normal Attack AoE chance or his SBB's DoT. Finally, he can expand his buffpool through a 35% self Evasion chance (the highest in the game at the moment) and further enhance his UBB's hitcount boost (negligible, but noteworthy - pretty much makes him a Savia-esque unit without the UBB OD fillrate boost).

Ciardha is the single, most deadly threat to any team in the Vortex Arena. I'd personally suggest getting his Angel Idol proc as well as his Evasion buff, and to top it off with his 5 SP +2 hitcount boost.

''Sidenote: It actually looks like his summon rate is pretty good ATM, so I absolutely suggest to do your best to summon him. He's good even outside of the Dark Vortex Arena. Wish I wasn't an idiot and spent like 9 Summon Tickets trying to get Silvie, lol~''

Halting Victory Zekuu
The unit whose history is as ambiguous as the meat served in fast food restaurants - and just like fast food, it's out to kill you.

Just to get it out of the way, the main reason why Zekuu is found in the "Damage Dealers" category and not the "Debuffer" category is because, despite his high ailment infliction chance, he has a higher aptitude for damage output.

Zekuu's Leader Skill is pretty amazing, and absolutely holds up in the current meta - at least in the Arena or the Colosseum. It includes a 50% HP boost and a three turn 200% Attack boost, which automatically makes him a pretty good lead in the Dark Vortex Arena for nuking squads. It also includes a 50% chance to reduce BC Efficacy by 50% for two turns, and has the standard ABP/CBP boost.

His Extra Skill is more lackluster than his Leader Skill, sadly - it's just a 100% Critical Damage boost and a BC droprate during Spark.

Zekuu's buffpool is heavily PvP-centric, focusing mainly on taking down the enemy team. His BB includes an 80% Injury/Curse chance, as well as a selfish Attack and Critical Hit Rate boost. Likewise, his AoE + Single Target SBB includes an 80% Injury / Curse infliction, and  a selfish Attack, Critical Damage, and Critical Hit Rate boost. His high ailment infliction chance, combined with his high damage output and Type 13 Arena AI (see the sidenote), makes him a very dangerous unit to face.

In terms of Skill Point options, Zekuu doesn't offer much. He can boost is Attack parameter by 0.8% for every percent of HP he has - granting a potential 80% Attack boost at max HP - and can boost his raw damage through a Spark Damage boost Critical Damage boost, and an Elemental Weakness Damage (EWD) boost. However, what's interesting is that he can give normal attack enhancements - like an AoE normal attack enhancement - which can be further enhanced (success rate and damage). Finally, he can enhance his Leader Skill's BC Efficacy reduction and boost his buffpool by adding a Defense Ignore buff.

Zekuu is effective as both a lead and a sub-unit, and is one of the units who poses the most threats in PvP events in general. I highly suggest spending 70 SP on all of his normal attack related enhancements, as it makes him far more deadly than he originally was.

''Sidenote: He's the first unit to have Type 13 Arena AI. What this means is that 13 out of 15 times (correct me if I'm wrong), he activates his BB/SBB. Basically, should he get his BB gauge up, you're screwed.''

Heavenless Bushi Mifune
Don't lie - I think we all expected this one. He's been a pain since his release.

Mifune was one of the first Omni units released, and is by far one of the most deadly Omni unit present in the original 20 Omnis found in the 1300-1400 unit pool. His Leader Skill, while heavily outclassed, is pretty decent in the context of the Dark Vortex Arena, granting a 150% Attack boost, 100% Spark Damage boost, and 20% Defense Ignore chance. It also includes a 3%-8% HP drain buff, which is pretty nice.

His Extra Skill was one of if not the first Extra Skill introducing a buff addition, but it still is quite lackluster in the context of the present Omni units. It adds a two-turn Defense Ignore buff, as well as a 50% Spark Damage boost to himself.

Mifune's buffpool isn't very useful, but it's not the buffs that make his BB and SBB special, but rather the damage. His BB includes a Spark Vulnerability chance and a BC Efficacy buff, whereas his SBB includes a Spark Vulnerability chance and an Attack debuff chance added to the squad's attack. Again, very lackluster, but what makes him special is his damage output.

In terms of Skill Point options, Mifune can boost his raw damage output by boosting his Attack parameter by 50%, as well as through a Spark Damage boost. He can also boost his BBAtk through two options - a raw 30% BBAtk boost, and a 50% boost when his HP is over half. In terms of HC and BC management, he can give himself a BC on Spark buff, as well as an HC drop when attacked. Finally, he has a normal attack AoE chance enhancement available, and can boost his buffpool by adding an Attack boost to his BB/SBB.

Mifune, despite being quite lackluster by today's standards, is still an incredible unit in the context of PvP events. I'd highly suggest to get his AoE normal attack chance, as well as both of his BBAtk boosts. That would leave you with 20 SP, which you can spend on whatever you wish. He's pretty much a poor person's Zekuu.

''Sidenote: Mifune, much like the Six Heroes, is a unit who can be obtained as a unit drop in quests, or in the Honor Summon. This is why there are tons of people running 5 Mifunes in the Arena or the Colosseum - a strategy which might actually work in the Vortex Arena, should the damage output be high enough. Popular farming locations include the Cave of Malice in St. Lamia, the Lomass Forest in Cordelica, and in the Tower of the Gods in Mirvana.''

Damage Management
The units found in this category aren't used for their damage output, but rather for their aptitude with damage management. Be it classic 50% mitigation or various types of Pseudo-Mitigation, if it's a buff which reduces incoming damage, it can be found here.

Titanbane Primus Keres
Keres was the first Dark elemental Guild Raid unit to get his own summon gate, and is the first Guild Raid unit who functions as a mitigator - and he definitely isn't a unit to underestimate.

Debuffers
This portion is dedicated to the units whose sole purpose revolves around crippling the enemy team. Buffs like ailment inflictions and stat debuffs can be found here.

Nefarious Dance Kikuri
Y'know, I've always appreciated Kikuri's art style. In Japan, when someone ties the ribbon of a kimono at the front, the person is, for the sake of not using an unsavory term, ''"viewed at with disdain and distaste". ''Fits really well with her lore, which paints her as a being which people don't exactly have a good view of.

The main reason why Kikuri is present in the "Debuffers" category despite her damage output is because, looking at her previous evolutions, she was mainly focused on inflicting ailments. She's still a really great damage dealer, though.

Timetable
1/2/17 5:25 AM EST: Filled in Ciardha, Zekuu, Mifune. Keres and Kikuri WIP.

Quick Poll! (o3o)/
Was this guide of any use? Like, at all? Yes! Please keep making more of these! (ovo)/ It's useful-ish, but I could've done without it. lol nope it was trash

FYI, this whole blogpost is pretty hard work - I can fit in about 3 units in an hour. I'll make sure to update this regularly, but please bear with me, mkay? (^^)/

Last update: 1/2/17 5:25 AM EST