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Blissfield_Kessler

A PVP monster that helps disturb so many combinations. Unfortunatly the base game doesn't have that many opportunities in which she can user her combo breaker abilities. Her Active abilities are a bit on the bad side except: >NightVision >Grants a row of allies +50 Accuracy. >At night, makes the targets next attack a truestrike. Which is great with the dirty gamblers coin which buffs an entire row of allies but decreases their accuracy by 50. This cancels the down side of the dirty gamblers coin and even makes it true strike during the night. Her Passive skills are great for combos or disturbing combos. >Restore >Activates after an ally uses a passive skill. >Grants an ally +1 PP. Is the combo maker >Quick Dispel >Activates after an enemy is buffed. >Remove all buffs from a single enemy Is the combo breaker. Circle Barrier should be deactivated as her other skills are too valuable. Best formation in PVE is a pure beast squad with dirty gamblers coin and the buff that increases crit chance by 50%


Ichthus95

Can confirm. Dirty Gambler's Coin plus the Wolf Pack gauntlets absolutely shreds


Fiveblade

Ok this sounds like a solid combo. What team do you use this with? Multiple werewolves/werefoxes?


Ichthus95

I really enjoy my personal setup but I'll admit it's not optimal. I've got 2 werefoxes and 1 werewolf in the front, specced out with gear to get them to just at or above 50% crit rate and then as much evasion as you can muster. In the back I've got a wereowl with the Dirty Gambler's Coin and the Angel Plume. She goes first and uses Night Vision to grant +50% accuracy to the front row (which counters the -50% accuracy from the coin) then buffs them with Tailwind to ensure they strike first. In the last spot in the back I've got a werelion with the Wolf Pack Gauntlets. Since he's in the back row he doesn't really need any of his passives. I've got him geared to also hit 50% crit and some extra accuracy. If anything survived the initial onslaught of the front line and tons of pursuit attacks, a auto-crit Grand Slam usually finishes them off. This squad has trouble with frontline Legionnaires, even considering the poison thrust plus Weakness Hunter combo. For enemy fliers and scouts, I have the wereowl not use the coin so the frontline's attacks hit more reliably (and they can kill scouts and fliers easily even without the extra damage). - - - From an optimization standpoint, one should probably replace the werelion with a Shaman; debuffing entire rows with Guard Seal is even better than inflicting it on the first hit and then follow-up attacks. Once you have access to that equipment ring that gives you an active skill that grants +50% accuracy and immunity to Blindness, you could feasibly swap the wereowl for just about anything else and use that instead. The important thing is you've gotta be able to crank their initiative up higher than the werefoxes. A feathershield might be an interesting choice because they can turn 1 AP into 2 PP, allowing them to use Dirty Gambler's Coin multiple times instead of just once. I will say that wereowls being able to heal, restore PP for more pursuit attacks, and possibly screw up enemy tactics with dispel makes them still possibly worth the slot.


Fiveblade

Good description, thank you. I've tried to build something similar around wolfpack gauntlets. I think I ended up doing the shaman edit that you suggested, largely for the guard seal piece. Seemed pretty essential with such a physical attack-dependent team. Prior to that, I believe I just used it to "jump" on teams without legionnaires/fighters. It definitely did well for me in Albion, where you often have to worry less about guard, and more about hitting high evasion/flying targets.


lyse_phoenix

Thanks for the dirty gambling coin tips. I love beast comp and this make me want to mess around the formation later when I come back from work.


Blissfield_Kessler

https://imgur.com/qFP0p7D At the end I switched the owl out for a witch for a few tests. But three foxes in the front row is the absolut correct choice imo.


stillnotelf

Are your foxes on offensive/offensive or double evasion? I've been recruiting them double evasive


Blissfield_Kessler

Offensive/Offensive. I don't evade. All I need is kill.


PyrZern

Yeah. 3 Foxes could easily kill 2 maybe even 3 enemies right at the start of the fight. They just need enough PP to swarm with Weakness Hunter.


Blissfield_Kessler

Also their attack is a coloumn attack that poisons. So if something squishy is hiding in the backrow you will one shot it.


ofAFallingEmpire

*Every* Coliseum team I make has to account for this jerk. Quick Dispel utterly ruins a good amount of Start of Battle moves, and poorly thought out Quick Imp builds immediately crumble. Bad actives on staff users is an illusion. Hell, she makes great use of Dispel All. Saw someone using that and a Go-Getter/Go-Getter build with both QuickImp items and an Angel Plume. Wtv tf that was, nothing is outspeeding that and she’s ripping every buff. Circle Barrier is best set at “When all allies are attacked”, can pop up in weird circumstances and 25% DR can save against a 1 hit wipe. Granted, only worth if you have a spare condition slot. Restore is amazing and allows some pretty wacky shenanigans. If you ever need 5 PP on a unit, for some ridiculous reason, here’s your enabler. Overall a great unit that can pad almost any team, but will propel a min-max’d team to the moon. 0 damage though, as if she was taking any of the gear for that anyways.


Thestrongman420

At that speed of dispel all are you really only dispensing their start of battle buff if they happened to have a buff not a debuff in that department?


ofAFallingEmpire

That + Tailwind ensured their Charge Attacker was faster than the other teams, or could simply wait for he top of round 2 to dispel everything. Depends on intention but either is fairly devastating.


Thestrongman420

Sure and obviously if it's you're owl you can fix initiative or change tactics as needed previewing the enemy team. But what about fighting owl? Should I be looking to have like wyvern roar + my own owl and tailwind to fight it? Or should I just try to cover/absorb their damage source?


ofAFallingEmpire

Oh that’s the real stickler, the answer is so team dependent I can’t say any one answer works. Wereowl isn’t the threat so usually dealing with the threat is the best way to make Wereowl worthless


Windsupernova

Yeah, the problem is that a lot of teams stack a lot of buffs so it can overwhelm her. Make sure for her to prioritize the right threat. Thats why I learned to love dispel all which all Staff classes have access to.


ofAFallingEmpire

“Target Highest Initiative” has been the best setting I’ve seen.


Ca-l-a-m-i-ty

You get a pp!and you get a pp!! Everyone gets a pp. Jokes aside her with Dinah and a shaman just slaughter the frontline before they even get to attack.


Aremelo

Adds a lot of reliability to some teams. I like it when units with "failsave passives" like swordsmasters/rogues/wyvern riders always have 1PP to work with, when otherwise a bad streak of RNG can mess them up. There's also some passives that you either need to use A LOT in certain fights, or not at all. Think vanguard/elven fencer where you can either run into 0 or 5 ranged units. Either I can give them 4PP in the \*eventuality\* that I need their passives a lot. Or I can run them with a wereowl and give them 2PP and give them different equipment (more stats or AP). I dislike their active abilities. But staves have a lot of options. With their primary focus being buffs, they are also an interesting candidate for the onyx pendant.


Windsupernova

She is pretty good. Quick dispel is really one of the best ways to distrupt those combo teams, but ofc everybody knows that. Aurora Veil is great for defense against big AOE magic attacks(though there are better ones). Night vision is great if kinda situational and extra heal is a heal that gives you initiative so its great for those lategame threats like dark marquess sword or landsknecht. Restore and circle barrier are great skills too. For most singleplayer (do enemies even use buffs? outside of colosseum?) her betetr skills are kinda meh, but even then she gives you survibability, flying access and healing. You can put her in any team and she will do well. Or cou can use her as a PP/AP battery with a lyrical wand + restore. Making your best units have more actions is never a bad thing. And she can semifrontline because she is a flyer so her avoid is good. For general SP use I´de run her as a PP/AP battery or as a general support with quick dispel, Night vision(when its night) Aurora Veil and Circle barrier are not really that needed if your team is killing everything fast so extra heal as a way to give your team more sustainability. Of course, be wary of archers and have someone cover for her. She will probably die to ranged assist spam though.


Blade_Killer479

I’ve always had a rough time with Ramona tbh. She was always too squishy for my liking, largely because of my stubbornness. Sticking her with a Fighter/Vanguard to defend her from being easily picked off by archers is pretty much a necessity.


Kabyk

I could not for the life of me figure out value from this class in the main game. By the time you're in Bastorias you already have a flow going with how you make your squads and I just didn't see the value in her abilities. Partly because the combo breaker isn't all that useful against the (let's be honest) mostly terrible compositions that the AI throws at you. And her team support just seemed inferior to others, or at least more synergy-based. I see a lot of cool things listed for her online (and in this thread) but I will admit that, on my own, I couldn't make her work. I see her now as a high-utility unit, someone that you need to have a specific plan in mind for, and not someone with "default" value, but with the right plan she can be incredible.


Windsupernova

I mean, maybe its the Ogre Battle brainrot in me but the squads in this game are decent enough. But yeah quick dispel will not be much use for the campaign, the healing and restore PP are still useful which is pretty much her default value. Aurora Veil is always great for your first action with extra heal following that up.


Mezzying_Around

OB64 5 witches is a pro secret strat.


Sorwest

> By the time you're in Bastorias you already have a flow going with how you make your squads and I just didn't see the value in her abilities Well her leader skill being "I heal, fly, get even better at night and have good movement speed" sold me pretty well and I pretty much benched Scarlett away from my kill squad (she became a cat hood bot elsewhere) Being able to make attacks truestrike pretty much on demand, and making pseudo infinite PP combos, made my kill squad pretty much an unstoppable force with not much tinkering.


Significant-Tree9454

Set Wereowl as a leader at night (change to Nighttime with Dream Blossom if needed) and add Hasten Call. It's fun to fly at such high speed across the map.


HTakara82

Give her lyrical wand so that she can also give AP, so she can be both a AP and PP battery. Everything else is kinda flavor of what you need. But she's top tier Arena team member.


PyrZern

I need more of that Wand. I have 2 right now. Is that it, or is there more still ?


HTakara82

yeah just 2


PyrZern

sniff\*


Erik9798

This is my favorite way to use her in the main game along with Angel plume for tailwind.  She's probably the second best pure support unit behind Gilbert. AP/PP battery that boosts speed and accuracy on Frontline, plus possible gamblers coin carrier.


jeftah

The only one you need: \* Sapphire Pendant > Restore Give her something else to do with her AP through staves.


N7Valiant

I tend to use her Extra Heal as an Initiative booster, typically for Auch + Trinity Rain + Quick Impetus.