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While I could see Flare's theoretical power when using her the slow wind up and meh range meant she was constantly getting interrupted when I needed her most in 5-30, which is was when I rolled her(gacha luck in general was atrocious, SO MANY DUPES). Personally found units with good range to be by far the most reliable (Used Pekora zombie strats to finally clear 5-30) in general with true melee only kind of working if you already had a fat minion wall with a healer, which means most anything is fine as long as you have some block breakthrough% on at least a few units.
It's hard to hit all the enemies with multiple attacks, and it's even worse when enemies are knocked back on hit.
And it's too fragile.
Yeah, 5-30 and World Day 2 aren't kind to mid ranged units, with the Giant Luknight on World Day 2 feeling like a much more dangerous enemy for me than 5-30 overall.
Gura and Marine with Robosa+Nousagi zombie wave carried me through 5-30 my first go around. Though now that my Robosa can actually survive a hit with all lvl 8 defensive instruments, they usually just push the boss behind the wall for a 2+ minute win.
The gacha is definitely infuriating. I still don't have Chocolat and the road to 30 tickets for Azki gave me a 2 Star Miko.
50% penetration + 50% Black Aura + long range + wide area + high dps, with the only downside of a 36 Motivation cost.
As a cymbals unit, it's worth sacking a flag just to bring her on stage quickly, then proceeding to set up a UR deathball with the points from one-shotting most of the stack.
-----
Miko was also buffed with the same effect. She uh... Miko still needs help, but 50% def penetration is a start.
Despite the nerf for chocolate, it's still powerful enough to steamroll world tour with no effort. (as long as you don't mess up)
The game is centered around healers, so the tier will be revolved around them.
Chocolate is now more minutes on the clock = cannot die period. (it needs a cap for how many it can be summoned)
While Azki have wider AoE heal than chocolate and heals more, she can't compete with the healing upkeep of Chocolate (especially having more than 3 chocolate in the field)
We have Bubba for motivation, or swapping it for Okayu / Suisei. Or using two Cymbals for lv 9 (for someone who wants lv 9 cymbal for some reason)
The only reason Okayu & Suisei r not on Very High Tier is because we have Bubba for motivation, it's 7 cost while Okayu is at 22 & Suisei on the highest for 36.
The tanks ends up being Very High Tier is due to the synergize they have with the healers, can't go wrong with any of those tanks. (Noel, Kiara & Korone)
Even if using Lu-knight or Ganmo to tank. Those UR tanks are on a whole different tier in terms of cost-efficiency, damage or HP.
This is my tier list I made for having more than 2 Hololive members in a team, which corresponds to playing World Tour with 60+ Collection Trophies. (I played all the Hololive members with some changes in the team while spamming world tour).
Broken Tier:
Azkip - Her AoE heal range is much larger than chocolate, she dominates in any stages or tours. It's healing meta, use them if you want to clear World Tour.
Very High Tier: (Versatile, extremely high impact during the fight)
Amelia - Low cost, lowers defense by 30% on enemies, somewhat medium range. Also possible to lower the pressure put by the mobs / bosses. In a way, she also helps members who doesn't have ignore block to lower the chance of getting aura blocked.
Noel - Defensive Tank, she doesn't lose 70% Hp when used correctly (in world tour), the 30% block rate helps her survivability by a mile, not to mention she does AoE damage. Ease the pressure put by Bosses & Mobs.
Korone - Opposite of Noel, Offensive Tank, 30% block rate & 50% ignored block. Her trumpet synergize her damage output.
Kiara - Her higher HP somewhat helps if compared to Korone and having 2 black anti-aura ability to her kit makes her tankier in postgame. She has the longest range between two other UR tanks. 30% Block rate keeps her being a decent tank and has higher AoE damage than Noel. She have the highest cost on this tier.
Flare - 100% ignores block, she's one of the best versatile DPS that ignores enemy's aura blocking. 2nd highest cost on this tier.
High Tier: (Versatile, has a significant high impact during the fight)
Okayu - There's no need for Bubba if you have her, unless you want lv 9 Cymbal for some reason. Her 50% ignore Block puts her on this tier list.
Marine - Despite having one of the longest range, 50% ignore block & having average cost of 22. The Saxophone does not synergize her damage which lower her down to this tier. She is competing with 5 other saxophone members.
Miko - Having a Trombone as her form of defense, makes her survive longer and having 50% ignore block makes her more versatile.
Ina'nis - Despite having no ignore block rate, her special ability to do more damage to multiple enemies has placed her on this tier. However, her cost is higher than most members.
Kurokami - A versatile close range dps with 50% ignore block and gold anti-auras for atk & def, makes her good at endgame. The only downside to her is her cost.
Suisei - Giving her 50% ignore block had bump her up to this tier, despite having one of the highest cost.
Pekora - Long range that can nuke, I argue she have one of the best wave clears. Her cost is high but makes up with that nuke.
Calliope - 30% ignore block, check. Saxophone that benefits her damage, check. Have two anti-aura abilities, check. Cost-efficient... That's the trade-off, she's one of the two who have the highest cost.
Robocosan - The misleading description for having "long range" can fool anyone, she's close to mid range but with somewhat lower cooldown than average Hololive member.
She's have a hard time competing with Flare, who have 100% ignore block.
Moona - Her attack is sphere AoE. her cost is slightly higher compared to other UR. Despite competing with Flare, she has a longer range than Flare.
Borderline High Tier: (Having high impact during the fight)
Fubuki - Despite the high cost, she's backed with 2 different anti-aura abilities for atk & def, a total of 4 skills. The trumpet synergizes her damage, however having no ignore block and the presence of Korone had placed her here.
Mio - Flare has outclassed her in almost every aspect. Mio have faster attack animation compared to Flare, but having no ignore block places her here.
Sora - She's not a DPS but a buffer. The downside to her buff is that it does not stack with comments or Mio-fam, she's a redundant unit if someone wants to upkeep their atk buff. Not to mention, atk buff does not increase healing values.
Mid Tier: (Have some to little impact during the fight)
Gura - Having a Trumpet placed her on the lowest tier list, there are few major problems to her kit. If she had just two problems, I would have just put it on Borderline High Tier.
One- her trumpet does not synergize her damage output.
Two- She's competing with Korone, who's at the 2nd highest tier.
Three- Having 50% ignore block is not enough to help help her climb up to a higher tier.
Four- Her "long range" attack is a close-mid range attack, another misleading description.
Chocolate is already enough for world tour, Azki is overheal and actually slow down the stage clear time due to the higher cost.
Luknight is tanky enough at this point too. So you only need 20 cost for tank+heal to hold your front line. No need to use any UR tank cause you can stack Luknight on the battlefield and they'll do decent damage by numbers.
Amelia is a must I agree, she shine at endgame and make your Luknight/Booba doing okay damage.
Gura is an AOE dpser, and her range is long enough not getting hit by almost all bosses. Compare with Ame she's enough for wave clearing and bossing.
if the person cares about speed run, sure.
But other than that, the time has almost no impact on the game (except adding 10% enemy stats per minute) unless the person is bad at the game. The struggle will happen at the 4 to 6 min mark, which is more than enough to clear any stages and that's counting on using the wall and other tactics to slow down the clearing.
I didn't struggle with Azki with any random comps that I added to the team, so she's fine even in world tour.
I only use luknight when i feel like using random tanks just to switch things up since tank choices are very, very limited. We need more tanks. (And not healers, healers are broken. We don't need more options for healers when they are busted.)
It won't change for me that Gura is the lowest tier, that trumpet ruins her, and there's no damage boost for her, unless you waste 1 slot to boost her damage, which I say is a major downside for using Gura. (Even though, saxophone boost a lot of summons damages including UR, it won't change my opinion she's on the short end).
And there are better options to use other trumpet characters too. Korone & Fubuki, listing Fubuki here coz of Amelia can help with blocking issues. If I bring lower rarity summons then Rose Knight outshines Gura. Rose Knight may not have ignore block, but we have Amelia to make up for it, so this is hurting Gura a lot. Gura doesn't get bonus 48% bonus area damage, so you need to find saxophone member to help her damage which is a major trade off (even though getting saxophone members is pretty easy, you are wasting 1 team slot just to boost her damage when other options can benefits the whole team instead of 1 character)
Could say the same for Marine, but the range difference is very noticeable and she's one of the few single target damage dealers, who potentially melt the boss with Amelia when the perfect moment lands. We have so many Area damage dealers that Marine is on a higher tier just for being single target damage dealer.
I'm bringing up an instrument symphony effects, Gura and Marine are a pain to put into the team formation, they restrict some options just because their instrument doesn't sync with their damage. That's one of the downsides too. But Marine is doing better just because she has Saxophone.
We have plenty of Hololive Members that do AoE, Gura is sadly, replaceable.
Cost-efficient, let's use Okayu. Same cost also have AoE & 50% ignore block, but she's cymbal user. That's fine, just stall. Some minor tweak to the team and good to go.
We have Miko too, for AoE & 50% ignore block. Even though she cost 26, the difference of 24 and 26 is not that massive enough to impact the player.
Since 24 cost and 26 cost is not big enough to pressure the player, that means we can also throw in Moona who's at 26. She can AoE, but she needs Amelia to ignore blocks.
If I throw Flare instead of those two as example, Flare will replace Gura. Long animation from Flare? That's fine, she's here to break down the bosses not mobs. The cost between the two is just 1, not to mention Flare gets 24% bonus damage meanwhile Gura gets nothing (for damage) unless other member has horn or trumpet.
Now we add Amelia to the mix, we can just throw in any AoE members and they can replace Gura. We have 12 members that's capable to AoE damage (including the tanks), all of them brings in benefits that affect themselves and the whole team. Meanwhile, Gura brings benefits to the team but not herself. Korone does much better than Gura when it comes to symphony effects. Gura being Aoe DPSer, can be easily replaced with other hololive members, we have 12 members that are capable of doing so and some of them have a 50% ignore block.
As for Single Target DPer, there are only 5. Korone, Marine, Mio, Fubuki & Robocosan.
Swapping Marine to other members that's for single target, is very limited.
One of the reasons Marine is on high tier is she have saxophone, which pars well with any AoE members, opening to pairs with many members, especially if they have horn (she gets 24% bonus damage). The other reason is she pairs so well with Korone, who has a trumpet (the same instrument as Gura). Both get 48% single target bonus damage, adding Amelia to the mix and things start to melt. Having Gura instead of Korone gets similar results, but Korone brings more to the table that makes Gura less viable.
The reason I bring up Marine is she suffers a similar situation with Gura, having an instrument that doesn't benefit them. Until the devs do something for Gura, she remains on the lowest tier.
TLDR:
Gura have so many problems that no matter how much you give pros to her, her cons outweighs them by a mile.
Rose Knights are better than Gura with that 48% single target damage, Gura gets nothing from symphony effect unless someone babysits her (for her damage, so trumpet / horn).
Korone outshines Gura, you're better off having Korone than Gura, Korone uses the same instrument as Gura. So you are bound to compare the two.
Marine have a similar situation with Gura, but she's one of the few single target member that can potentially melt the boss (with Amelia). Her Saxophone saves her from being at High tier. Unlike Gura who have to suffer with trumpet which a few high rarity summon are single target.
High rarity = SR & UR.
Saxophone = Good for almost all high rarity summons that have Area.
Saxophone = A lot of High Rarity summons uses Area damage.
Trumpet = bad for members that can't use it (Gura)
Trumpet = not a lot of high rarity summons have single target.
Trumpet = Single target.
Every other character listed (Marine aside) would come with the addendum of requiring chocolat or azki, due to going down in 4 or 5 hits.
Is she outclassed by many other characters if they have a healer? Sure. Does she satisfy the requirement of "high impact" by being able to pin down the 5-30 boss at level 20 without a healer? Debatable, but definitely yes for me.
I think Flare slightly edges her out thanks to her 100% pierce and better price, but Flare often gets interrupted and doesn't quite have the reach to deal with some threats.
If we are talking clear times for world tour (which you will want for end game farming to collect the roster and max out more chars), I've found about 6 or so team comps so far that can average clears at 1:30-1:45. The main factor that limits what teams are viable is not really char stats here, but how fast the opponents can get your flag down. Like 3/4 of the spawns take over a min, and some of those you can't put Bubba out early to stack motivation without risks that cost you time overall.
None of them use healers, nor high cost URs (above 24 cost I've only gotten slower clears). All of the teams I found so far are using Lu-Knight to tank. Costs still need to be kept kinda low to get good clear times, and so I haven't found teams with more than 3 URs that are faster. Sora comes close to making up for the loss of a horn dps unit, but not quite. All of the teams use lvl 8 symphony. No stacking of buffs has gotten better times for me yet.
Every team that I've found so far that gets these kind of clear times uses Gura and Marine, so I'm not sure there's a reason to rank them low. They are the only 2 that out range all the boss attacks and are 'cheap'. It doesn't matter if they don't synergize with their own damage type, because at lvl 8 symphony, you will be buffing both aoe and single target damage, and most of your spam will be single target. Even with no Bubba out early to start stacking motivation, you can pop a Lu-knight, Bubba, Gura, and Marine down as soon as your flag dies except for like 2 spawn types(red Neko and Udin spawns iirc). Marine also just has a smaller attack interval than most other URs.
Mio preforms as well as Poyoyo for melee dps. Poyoyo spawn time is so long that you get usually only 2 out per stage, and they can also be killed a lot easier so Mio is almost always a 1-1 trade. Mio's attack interval is also pretty damn small, so she attacks a lot more, but knockback can make you lose out on full damage potential. I've actually gotten all my best clear times with Mio on the team, but its not as consistent as other comps.
Mio-fam can be better than Sora because you can stagger the spawns to get permanent up time on the damage buff(granted only for your front line, so pairs well with Mio), and not need a snare drum(aka Ame) to get comments buff up in time for boss spawns.
Okayu and Bubba basically preform the same. There are a lot of spawns that don't allow you to put out Bubba while they take out your flag(to start stacking early motivation), and Okayu will make up for the cost difference with the higher/safer dps and block ignore. So in world tour runs, they are a wash in terms of clear times.
In my mind those URs are top because they are useful on teams that get good average clear times on world tour farming.
S Gura, Marine
A Mio Okayu
B Ame Sora Roboco Korone
Everyone else