On June the 13th, 2019, the Dimensional Hole was finally released after all these years! With it came brand new content, a whole new grade of runes, the Vampire Lord Eirgar (I’m technically lumping him in with the Dimensional Hole update because that’s around the time he got added into the Monster Index), and Secondary Awakenings!
I actually went datamining for the first time in order to get the new icons for the Secondary Awakenings, so I was working on adding them to the website, which is why this is so late. But for now, I figured that we could use this time in order to check out the new Secondary Awakenings, which is for certain 2-3 star families to make them stronger and more relevant to the game. So far, there are only four monster families with this – Pixies, Fairies, Warbears, and Inugamis.
In this article, I’ll be doing quick first-looks on the Pixies, and how they have improved. Don’t forget to tune in to get my article on the Fairies, Warbears and Inugamis, though. And with that, let’s begin the article!
Disclaimer: As of this writing. I do not own any of the Secondary Awakenings except Belladeon, nor am I really factoring in multipliers or skills when fully skilled up.
Tatu (Fire Pixie)
Spirit Ball: Attacks the enemy with an Energy ball. The attack has a 50% chance of increasing the enemy’s chance to land a Glancing Hit for 2 turns. → Attacks the enemy with an Energy ball. The attack has a 75% chance of increasing the enemy’s chance to land a Glancing Hit and inflicting Continuous Damage for 2 turns each. This is honestly the perfect buff to Tatu’s 2A first skill. Even before her 2A, Tatu was all about those Continuous Damage effects. I remember in Season 1 or 2 of RTA (it was one of the earliest seasons), Tatu had become a super meta pick because someone managed to cause MASSIVE DAMAGE with Incinerate, due to all the Continuous Damage. I went and found the picture of the damage, and wow that’s a lot.
Incinerate: Inflicts great damage by blowing up the Continuous Damage effects on the enemy. The inflicted damage increases by 50% for each effect. (Reusable in 4 turns). → Attacks the enemy to inflict damage. In addition, blows up the Continuous Damage granted on the target to inflict damage that’s equivalent to its Continuous Damage. (Reusable in 3 turns). So I actually didn’t understand the wording of this 2A, so I thought it was the exact same thing as before. LOL, nope. Tatu deals damage, and then instantly deals the DoT damage that’s on the enemy. That means if she attacks someone with a 3-turn DoT, it’ll activate all 3 turns of DoT at once, which is 15% of the enemy’s HP plus damage she deals.
I actually learned this from SeanB’s video on his showcase of 2A Tatu, and it was really fun to watch! Here’s the video here if you want to watch it for yourself.
Overall, I think Tatu’s a pretty niche pick, but can be really good in certain situations. I’d rune her Rage + Blade, ATK%/CRIT DMG%/ATK%, with as much accuracy as you could get into her. INB4 the resurrection of Tatu in 20-Star RTA.
Kacey (Water Pixie)
Decelerate: Attacks all enemies, decreasing their Attack Speed for 2 turns with an 80% chance on each target. (Reusable in 4 turns). → Attacks all enemies, decreasing their Attack Speed and Defense for 2 turns. (Reusable in 3 turns). Now Kacey’s gotten really overpowered since her 2A. One of my friends actually built her before the 2A, and then set her as their rep after they’d given her a 2A. She farms really fast in Faimon Hell with mediocre runes, and the AoE defense break on her second skill only makes her even better for that.
Shooting Star: Summons shooting stars that attack enemies randomly. The inflicted damage increases if the same target gets hit again. (Reusable in 5 turns). → Summons shooting stars that attack enemies randomly and blocks beneficial effects to be granted on them for 2 turns with an 80% chance. The inflicted damage increases if the same target gets hit again. (Reusable in 4 turns). So Kacey’s all about that AoE attacking, even in her regular form. However, with her 2A, she’s not just dealing raw damage now – now she’s blocking beneficial effects with her third skill, along with increasing the damage she deals if she hits the same enemy again.
Shannon (Wind Pixie)
Spirit Ball: Attacks the enemy with an Energy ball. The attack has a 50% chance of increasing the enemy’s chance to land a Glancing Hit for 2 turns. → Attacks the enemy with an Energy ball. The attack has a 75% chance to increase the enemy’s chance to land a Glancing Hit for 2 turns and absorbs the Attack Bar by 15%. Shannon’s 2A bonus to her first isn’t the absolute best. There’s not the best chance to absorb Attack Bar of enemies, and honestly, she doesn’t need it.
Decelerate: Attacks all enemies, decreasing their Attack Speed for 2 turns with an 80% chance on each target. (Reusable in 4 turns). → Attacks all enemies and decreases their Attack Speed for 2 turns. Also absorbs their Attack Bar by 10% with an 80% chance. (Reusable in 3 turns). Here’s Shannon’s 2A for her second skill. This is surprisingly better than her first skill, because she can end up cutting into the enemies’ turns again, which can give her allies a chance to get Pep Talked.
Overall, Shannon isn’t the best monster you can 2A, even though you have the increase in stats for her, which means her rune requirements are much lower. If you do 2A her and not Belladeon, I’d go for Swift or Despair + Focus, SPD/HP%/HP%.
Cheryl (Light Pixie)
Ignite: Attacks the enemy with the flames of punishment, inflicting Continuous Damage for 3 turns. (Reusable in 3 turns). → Attacks the enemy with the flames of punishment to remove the target’s one beneficial effect with an 80% chance and inflicts Continuous Damage for 3 turns with a 100% chance. (Reusable in 2 turns). So this is kind of interesting. Beneficial effect removal is nice, but at the same time it’s just one. There’s no good outcome if you were to try and use Cheryl on, say, Chloe. Either she removes the Invincibility and can’t land her DoT, or she removes the Immunity and deals no damage.
Holy Call: Revives a dead ally target and fills up the ally’s HP by 15%. Revives another ally with a 30% chance. (Reusable in 9 turns). → Revives a dead ally and fills up the ally’s HP by 15%. Revives another ally with a 30% chance. All skills of the revived allies are ready to be used. (Reusable in 6 turns). Cheryl was always considered a reviver. Not a good one, mind you, but a reviver. The HP she revives allies with are too low, and she revives random allies in her original skill. However, now she actually has something that makes Cheryl interesting, including her random chance to revive another ally, and the skill cooldown thing.
Rune Cheryl with Violent + Energy or Will, SPD/HP%/HP%, with as much speed as you can put into her.
Camaryn (Dark Pixie)
Decelerate: Attacks all enemies, decreasing their Attack Speed for 2 turns with an 80% chance on each target. (Reusable in 4 turns). → Attacks all enemies to decrease their Attack Speed for 2 turns. Also increases their skill cooldown time by 1 turn each with an 80% chance. (Reusable in 3 turns). Ooh, this is nice! Now she’s got an AoE skill cooldown, much like Psamathe’s Overwhelm.
Absorb Energy: Attacks the enemy 3 times with spirit balls and recovers HP by 50% of the inflicted damage. (Reusable in 4 turns). → Attacks the enemy 3 times with spirit balls, having each attack to increase the skill cooldown for 1 turn, and recovers HP by 50% of the inflicted damage. (Reusable in 3 turns). Okay, so Camaryn actually looks pretty good now with her 2A! She’s mostly about pushing back skill cooldowns, which is always cool. Now she looks like a pretty niche monster to use.
If I end up building a 2A toy, I’d work on Camaryn. I’d rune Camaryn Swift + Will, SPD/CRIT DMG%/ATK%. She looks like a nice damage dealer who also pushes back skill cooldowns.
Anyway, that’s it for this article. The Pixies seem like interesting toys to play with with their 2As, and I’ll be talking about the Inugamis and Warbears soon enough. I’m Sara Ann, and I’ll see you in the next article!