Shin Megami Tensei V: Vengeance

Shin Megami Tensei V: Vengeance

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El_Sama Jun 22, 2024 @ 4:56pm
Team/Combo attacks are fun but useless.
I only use them to check them out, making all attacks critical is clearly a superior choice, or full healing everyone even dead demons, heck even the absolutely broken on paper Do 4 skills in succession feels weak compared to make everythig critical. I would have loved if there was another alternative to use them, like for example with high MP and not magatsuhi.
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Alter Xofa Jun 22, 2024 @ 5:39pm 
They're not completely useless as unless you're double debilitating or luster candy, it can save on MP. Magatsuhi Critical seems generally the way (especially if you're Physical/Almighty build), but personally I ended up using the ones like the Odin/Thor and Scathach/Cu Cuchulain, for the immediate Atk/Def down a lot more than the critical one.

There's even one with Zeus/Demeter that gives the most overfill max HP so you can tank moves you usually can't.

I'm in endgame of Canon of Creation and fighting the 3 superbosses, and especially the new one will probably require the new duo skills as they're extremely hard.
El_Sama Jun 22, 2024 @ 5:55pm 
I ran most of my game with the three jack bros for the freeze team attack doing it for fun, in general critical is superior to anything for most of the game, I am aware some basically endgame combo attacks are very decent but 99% of the game Combo attacks are completely useless, and you should be doing critical all the time.

Now if they made it so it could cost MP instead then you could have them both that would be damn fun.
mimizukari Jun 22, 2024 @ 5:59pm 
Originally posted by El_Sama:
I only use them to check them out, making all attacks critical is clearly a superior choice, or full healing everyone even dead demons, heck even the absolutely broken on paper Do 4 skills in succession feels weak compared to make everythig critical. I would have loved if there was another alternative to use them, like for example with high MP and not magatsuhi.
uhh no, you just haven't gotten the good ones yet. Sakuya's team combo nearly full hp/mp heal that 2x ranks all your status' is INSANE. It was all I used on my first playthrough, so much that I'm thinking that my Cycle 02 will make use of Idun/Tao instead so I don't rely on her.
Overeagerdragon Jun 22, 2024 @ 6:12pm 
I had a lot of fun using 3 out of the 4 Qaditsu in my team and using their Ult's combined with their teamattack. A Severe Allmighty Drain for the entire party is really nice and the individual Allmighty energy drain just keeps them going regardless of them using skills that use 100+ mp moves every turn. It's just too bad they're kinda weak if you don't use 3 of the 4 (Lillith being the exception) and they are kinda finnicky.
Lulu Jun 22, 2024 @ 6:34pm 
it Help a lot when u play on Hard at least me of course xd
mimizukari Jun 22, 2024 @ 6:35pm 
Originally posted by Lulu:
it Help a lot when u play on Hard at least me of course xd
ye, hard definitely makes you think outside of the box for a lot of stuff.
El_Sama Jun 22, 2024 @ 7:51pm 
Originally posted by Lulu:
it Help a lot when u play on Hard at least me of course xd
Not sure of any difference since I have only played in hard. Definitely most early game team moves are fun but useless, even late games one like the witches team move, I way out damage that move with critical, is hard to say no to critical is just outright overpowered and available from the start
mimizukari Jun 22, 2024 @ 7:54pm 
Originally posted by El_Sama:
Originally posted by Lulu:
it Help a lot when u play on Hard at least me of course xd
Not sure of any difference since I have only played in hard. Definitely most early game team moves are fun but useless, even late games one like the witches team move, I way out damage that move with critical, is hard to say no to critical is just outright overpowered and available from the start
Sakuya/Oyamatsumi's combination omagatoki quite literally outclasses it in almost every situation, since it's a near full hp/hp restore to entire party + even if you're -2 all stats it immediately raises all stats to cap. Hardly any reason to use critical once you get ones on that scale. and then freikeugel and the like are amazing in niche scenarios, like when i needed to deal the final blow to a boss when only 2 members were left alive, freikeugal sealed the deal. critical is neat but becomes situational later.
El_Sama Jun 22, 2024 @ 8:57pm 
Originally posted by mimizukari:
Originally posted by El_Sama:
Not sure of any difference since I have only played in hard. Definitely most early game team moves are fun but useless, even late games one like the witches team move, I way out damage that move with critical, is hard to say no to critical is just outright overpowered and available from the start
Sakuya/Oyamatsumi's combination omagatoki quite literally outclasses it in almost every situation, since it's a near full hp/hp restore to entire party + even if you're -2 all stats it immediately raises all stats to cap. Hardly any reason to use critical once you get ones on that scale. and then freikeugel and the like are amazing in niche scenarios, like when i needed to deal the final blow to a boss when only 2 members were left alive, freikeugal sealed the deal. critical is neat but becomes situational later.

So why are you so focused on healing, when mediarama and Idun/Sakuya or items do this easily and consistently, especially on hard some fights are unwinnable if you take too long. You dont have time to stop and waste your bar on heal you need to deal as much damage as possible pronto. And superbosses require a different approach but is nearly the same you need to kill them fast and wasting your bar on heal is absurd.
mimizukari Jun 22, 2024 @ 8:59pm 
Originally posted by El_Sama:
Originally posted by mimizukari:
Sakuya/Oyamatsumi's combination omagatoki quite literally outclasses it in almost every situation, since it's a near full hp/hp restore to entire party + even if you're -2 all stats it immediately raises all stats to cap. Hardly any reason to use critical once you get ones on that scale. and then freikeugel and the like are amazing in niche scenarios, like when i needed to deal the final blow to a boss when only 2 members were left alive, freikeugal sealed the deal. critical is neat but becomes situational later.

So why are you so focused on healing, when mediarama and Idun/Sakuya or items do this easily and consistently, especially on hard some fights are unwinnable if you take too long. You dont have time to stop and waste your bar on heal you need to deal as much damage as possible pronto. And superbosses require a different approach but is nearly the same you need to kill them fast and wasting your bar on heal is absurd.
because it's not just heal but an automatic maxing of your stats, even if you're -2 all stats, it's combined dispel and +2 in one as well as extreme MP recover. It made beating the game a lot easier than without it. it sounds to me like you haven't even tried that omagatoki yet...
admontblanc88 Dec 26, 2024 @ 10:19am 
Originally posted by El_Sama:
I only use them to check them out, making all attacks critical is clearly a superior choice, or full healing everyone even dead demons, heck even the absolutely broken on paper Do 4 skills in succession feels weak compared to make everythig critical. I would have loved if there was another alternative to use them, like for example with high MP and not magatsuhi.

It's precisely because crits are so good that team combos do matter since using the right combination of innate skills lets you exploit crits and crit damage so easily that you can burst down a lot of bosses without even activating a Magatsuhi skill. And even if you're relying on those there are innate skill combos that make those effects really shine, for example Pandemonic Feast + Dragon's Dance (Magatsuhi skill for dragons) + Any innate that increases crit damage in a team that has strong multi-hit attacks will absolutely decimate enemies, since you are already using the Magatsuhi bar on a skill that doesn't automatically grant xrits to all attacks this works much better if your team is stacked with passives like Bloody and Murderous Glee (raising your crit rate to over 3 on any demon that has both).
AnemoneMeer Dec 26, 2024 @ 11:51am 
Critical is very clearly the "Default" pick, while the other ones are more situational.

Any of the ones that remove press turns combined with any form of CC ailment basically removes the boss from the fight for that turn outright, which is very strong as a counter to their Critical. Overheal + buffs gives you incredible sustain, and while death is the best form of CC, damaged is the worst, so being able to overheal + fully rebuff even from -2 can keep you in the fight. Likewise, the one that resurrects everything in your stock while being a full party including stock heal lets a Vitstack Nahobino just keep throwing waves and waves of demons at a problem.

Critical is good, and is far and away the one you will press the most often because it's the most generally applicable one, but plenty of others have a use case that you can easily find yourself in.
HRHV87 Dec 26, 2024 @ 6:59pm 
What, Critical is super weak in the endgame lol. Skills like Strategize, Succession + charge blow critical out of the water. Luck is great for farming, fairies game is niche but strong vs bosses like Masakado, Dana's wisdom is straight up broken with the proper lineup.
Arifufu Dec 26, 2024 @ 10:37pm 
yep they are useless

the only Magatsuhi skills i ever use in real battle: Critical, Strategize, Impaler's Glory, Pierce and Omnipotent Succession, sometimes i ditch my Baphomet so for easy pierce attack i simply use Oma: Pierce

well actually there's one actually a bit useful: Zeus + Demeter, it increase allies' max HP by 75%, so your team HP will be 1749 (assuming all of them having 999 HP), this effect also carry over in between virtual continous battle, so your HP will stay higher than 999 in the next set of virtual battle until you get damaged
Last edited by Arifufu; Dec 26, 2024 @ 10:37pm
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