Archangel Review – Fire / Water / Wind / Light / Dark
Reddit members have to say about them.
[Fire] | [Water] | [Wind] | [Light] | [Dark]
[nextpage title=”Velajuel” img=”11114″]- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Damage +5%
- Lv.5 Damage +15%
- Lv.2 Damage +10%
- Lv.3 Damage +10%
- Lv.4 Cooltime turn -1
- Lv.2 Cooltime Turn -1
- Lv.3 Cooltime turn -1
Awakened Stats
[easytable]Stat, 5★, 6★ Hp, 7380, 10050 Atk, 500, 681 Def, 581, 790 Spd, 95, 95 Crit Rate, 30%, 30% Crit Damage, 50%, 50% Resistance, 15%, 15% Accuracy, 0%, 0%[/easytable] [easytable]Pros, Cons Remove beneficial effects, Slow Gain immunity to harmful effects and attack bar increase, [/easytable] Rune Recommendations[2/4/6] [easytable]Early, Late Swift/Guard (Spd/Def%/Def%), Violent/Will (Spd/Crit D%/Def%)[/easytable] Rating [usrlist “Dungeon:4.5” “Arena Offense:4.5” “Arena Defense:4.5” “Guild War Offense:4.5” “Guild War Defense:4.5” “ToA:5”] Player notes by Circlets Velajuel is incredibly useful in PVE as well as PVP as a tank, support, AND attacker. The reason why I say he can be an attacker is because his first and second skills hit like a truck if you rune him well enough (My Velajuel can inflict 15k damage depending on the monster). However, his most important use is his third skill: Sanctuary. It removes all harmful effects, grants immunity for 3 turns, and increases the attack bar by 30%. Once this skill is maxed out, it’d be reusable every 2 turns, which means your entire team pretty much receives never-ending immunity, and immunity is quite crucial in PVP when you’re up against CC teams that stun, freeze, or have DOT or in PVE when bosses/monsters inflict DOT and bombs or break defense. He’s versatile on most teams, but he can work better on some teams with synergy versus others. For example, my AO team consists of a speed leader, Megan, Velajuel, and Liebli (Dark Joker). My team doesn’t generally do extensive damage right off the bat, unlike teams with Lucien (Wind Joker), because I mainly rely on Liebli’s bombs. Because of the delay for detonation, I need my Velajuel to tank damage to at least be the last monster standing until the bombs do its job. This strategy generally works, and the fact that his element is fire is perfect since Luciens and other wind attackers are common in the Arena, he will not be stricken down. Some may bring up Lucien’s water counterpart, Julie (Water Pierret), and say people can use her for her AOE instead, but Velajuel is so darn tanky due to his skills relying on DEF that she will barely make a scratch on his health bars (at least from my experience). Runes: If you want Velajuel to do the most damage, give him all Guard runes. However, if you want to be more creative and utilize his attack bar increase, you can give him violent runes or even swift runes. Essentially, his build depends on what you intend to use him for. I personally went with all Guard runes, but a problem I typically encounter in the Arena is that if he doesn’t go first to use his immunity skill, he can get CC’d quite often. Therefore, giving him resistance or a bit of speed is something to think about. [/nextpage][nextpage title=”Ariel” img=”11113″]- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Damage +5%
- Lv.5 Damage +15%
- Lv.2 Cooltime Turn-1
- Lv.3 Cooltime Turn-1
- Lv.2 Recovery + 10%
- Lv.3 Recovery + 10%
- Lv.4 Cooltime Turn -1
Awakened Stats
[easytable]Stat, 5★, 6★ Hp, 8715, 11850 Atk, 444, 604 Def, 549, 747 Spd, 95, 95 Crit Rate, 15%, 15% Crit Damage, 50%, 50% Resistance, 40%, 40% Accuracy, 0%, 0%[/easytable] [easytable]Pros, Cons Tanky, Slow Good healer, Long cooldowns until skill up[/easytable] Rune Recommendations[2/4/6] [easytable]Early, Late Energy x3 (Spd/Hp%/Hp%), Violent/Revenge (Hp%/Hp%/Res%)[/easytable] Rating [usrlist “Dungeon:5” “Arena Offense:3.5” “Arena Defense:4” “Guild War Offense:3.5” “Guild War Defense:4” “ToA:5”] Player notes by steevenwang It is well known that Ariel just can’t die… He can solo pretty much every elemental, magical included B10 (except water and wind) if correctly runed. His 2nd skill heals for 50% every 3 turns and 3rd skill every 5 turns (max leveled) which makes him one of the greatest healer in game. I think he is useful in both PvP and PvE and for me, he pretty much fits in every team. Runes: There are 3 major ways to rune Ariel: Guard x 2 + Endure, Guard x3 or Guard/Energy/Endure. Each of them requires 100% resistance so he will never ever get a debuff (PvE). I recommend using Spd/HP%/DEF% or Spd/HP%/HP% and hit the resistance cap with only subs (end game set). Side note: I noticed that my Ariel can be debuffed in PvE after the patch in Giant’s Keep. [/nextpage][nextpage title=”Eladriel” img=”11112″]- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Damage +5%
- Lv.5 Damage +15%
- Lv.2 Cooltime Turn-1
- Lv.3 Cooltime Turn-1
- Lv.2 Cooltime Turn-1
- Lv.3 Cooltime Turn-1
Awakened Stats
[easytable]Stat, 5★, 6★ Hp, 8835, 12015 Atk, 460, 626 Def, 525, 714 Spd, 110, 110 Crit Rate, 15%, 15% Crit Damage, 50%, 50% Resistance, 15%, 15% Accuracy, 0%, 0%[/easytable] [easytable]Pros, Cons Tanky, Long cooldowns until skill up Good healer, [/easytable] Rune Recommendations [easytable]Early, Late Energy x3 (Hp%/Hp%/Hp%), Violent/Revenge (Hp%/Hp%/Hp%)[/easytable] Rating [usrlist “Dungeon:4.5” “Arena Offense:4” “Arena Defense:4.5” “Guild War Offense:4” “Guild War Defense:4.5” “ToA:4.5”] Player notes by secksikon Skills – I think the thing that makes him stand out is his revive. He revives at 100% at a cost of half his life. His second skill lets him heal for 50% hp. His first skill has a 75% chance of removing a buff. Runes – I’ve done an all defense build (to buff his first skill) and then i went to a defense/hp hybrid which seemed to have more survival rate. Currently my build is violent with def%/def%/resist. AO: Not really used unless I’m going against a long drawn out battle where healing/revive is needed. AD: A must on defense. He drags fights on which no one likes so less people target you. Dungeons: a godsent in dungeons. Never tried soloing him but when I added him to a team survival rates dramatically went up. Overall: Great heal, great revive, chance at removing buffs, and high defensive stats. One of the best support/defense monster out there. [/nextpage][nextpage title=”Artamiel” img=”11111″]- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Damage +5%
- Lv.5 Damage +15%
- Lv.2 Cooltime Turn-1
- Lv.3 Cooltime Turn-1
Awakened Stats
[easytable]Stat, 5★, 6★ Hp, 8475, 11535 Atk, 444, 604 Def, 565, 769 Spd, 95, 95 Crit Rate, 15%, 15% Crit Damage, 50%, 50% Resistance, 40%, 40% Accuracy, 0%, 0%[/easytable] Tanky, Slow Counterattacks, [/easytable] Rune Recommendations[2/4/6] [easytable]Early, Late Guard x3 (Def%/Def%/Def%), Despair/Nemesis (Def%/Crit D%/Def%)[/easytable] Rating [usrlist “Dungeon:4.5” “Arena Offense:3.5” “Arena Defense:3.5” “Guild War Offense:3.5” “Guild War Defense:3.5” “ToA:4”] Player notes by tvv15t3d Build: Tanky with a focus on defense, resistance, mild attention on health and accuracy – explained later. A combination of Guard/Energy/Endurance with %Def on slot 2/4/6. Experience: His passive skill will give you a fair amount of bonus attacks from both for the retaliation attack and the attack gauge boost. Due to this I have found some merit to increasing his accuracy for the buff removal on attack and more of a desire to focus on defense rather than a mix including health for more damage. He can out-endure a fair number of bosses/dungeons and can often lead to draw situations in Arena instead of a loss! His leader skill (50% bonus health for light mons) lends well towards a light focused team such as Aria/Belladona/Ahman/X or even just if you have Ahman. Within a team it’s actually rare for him to be attacked that often as he has no natural weak element so he will often be the last man standing. His damage is reasonable (3-7k attacks) but nothing exceptional as he lacks AoE. Conclusion: A reasonably solid tank mon with the ability to support tanky teams with Ahman. His downsides include being a bit of a jack of all trades and being a tank who only ends up tanking when his team is dead. In addition he lacks a real ‘purpose’ to be on the team unlike his elemental brethren (aoe immunity/aoe healing/revive). [/nextpage][nextpage title=”Fermion” img=”11110″]- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Damage +5%
- Lv.5 Damage +15%
- Lv.2 Damage +10%
- Lv.3 Damage +10%
- Lv.4 Cooltime turn -1