User blog:Linathan/SP Enhancement Options: Umbra Halcyon Magress

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Typical Magress
Version 1= Version 2= These are really the only viable builds that Magress can take to actually become… well… viable. There really isn’t much of a choice considering Magress’s SP options are so expensive and inefficient.

2-turn mitigation is a must for Magress to remain viable. Unlike units like Juno-Seto and Krantz, Magress doesn’t have much synergy to work around with due to the lack of him carrying self BB utility effects. Besides, 2-turn mitigation has always been an effective option due to the recent challenges that seem to highly recommend it.

The last 20 SP is up to preference. Because of the little options Magress has left, you’re left with more HP-on-hit or HP-on-hit with 5% Light mitigation. Because Light attacks deal more damage to Magress, the 5% mitigation has a bigger effect on higher damage parameters. Ideally, most Magress builds would lean towards Version 2.

Colo Magress Variant
The first build provided above is viable to use in Arena and Colosseum. This build serves as a variant to those builds if you want Magress to become purely focused on Colosseum.

Magress’s elemental null allows him to use a variety of different spheres without having to use spheres like Impiety Orb to resist against elemental weakness. It’s not required, which is more the reason why the first build provided above is there.

The mitigation is there for tankiness. Magress pushes away a massive load of damage even with buffs from his BB/SBB alone. Adding on mitigation may allow units to live one BB or even SBB if their stats are able to hold up to tank.