Skill Analysis

Incantations: Disciple

  • ✦✧✧ Mass attack. Deals 120% Mental DMG to 2 enemies and applies 2 random [Collection of Debuffs] effects on the target for 2 rounds. Gains Eureka +1 when at 4 Eureka or less.
  • ✦✦✧ Mass attack. Deals 175% Mental DMG to 2 enemies and applies 2 random [Collection of Debuffs] effects on the target for 2 rounds. Gains Eureka +2 when at 4 Eureka or less.
  • ✦✦✦ Mass attack. Deals 305% Mental DMG to 2 enemies and applies 2 random [Collection of Debuffs] effects on the target for 2 rounds. Gains Eureka +3 when at 4 Eureka or less.

Collection of Debuffs: There are 6 effects: Critical DEF -30%, Reality DEF -20%, Mental DEF -20%, [Blind], [Mis-aim], and [Fracture I]. Prioritizes effects not applied first.

  • Blind: DMG Bonus -30% when attacking 1 target.
  • Mis-aim: DMG Bonus -30% when attacking multiple targets.
  • Fracture I: When attacked, takes additional (the user’s ATK x20%) Genesis DMG.

A standard area of effect skill at 1/2/3 stars would typically deal damage at a rate of 300%/450%/750% to 2 targets.

Character 6’s first skill at 1/2/3 stars deals damage at a rate of 240%/350%/610% to 2 targets.

The gap between the two at 1/2/3 stars is 60%/100%/140%, which indicates that the 40% difference is attributable to Eureka.

Character 6’s Eureka system functions as a piggy bank, storing a 40% equivalent single-target rate for each point of Eureka, which is then utilized with interest through the second skill or ultimate move. The “interest” is the rate change upon withdrawal compared to the deposit, representing the system’s actual profit.

In the Debuff Collection, the state of [Blindness] had appeared in the “Snap Snap” skill set, where the 3-star first skill inflicts a single-target attack rate of 400% and applies a single-target [Blindness] for 2 turns.

Converted to an area of effect skill, this would equate to a 75% area of effect attack rate.

Eureka calculations do not follow this conversion method because casting the first skill only gains Eureka once, yet can apply debuffs to two targets simultaneously.

If the value of the other effects in the Debuff Collection is comparable to [Blindness], then the theoretical advantage of the first skill doubles, significantly surpassing the standard model.

However, due to the randomness of the six debuffs, if it is assumed that only one specific debuff optimizes team benefit, then the chance of triggering it with a single use of the first skill is approximately 33.3%.

Illustratively, this is akin to drawing 2 numbered balls from a set of 6 without replacement, which presents 15 combinations; the probability of drawing ball number 1 is 1 in 5.

This model considers the total probability of “drawing 2 balls,” which is equivalent to applying two debuffs with a single cast of the first skill, including when one is the targeted debuff.

Considering this, character 6’s first skill at one-star has an effective damage rate of 165%, marginally “exceeding” the standard model by 10%.

If the team composition is enhanced with additional debuffs, the net gains from the first skill’s use and its variance from the standard will increase.

The accrual of Eureka is slightly restricted, as it can only be obtained when casting the first skill with 4 or fewer Eureka points.

Incantations: Duty

  • ✦✧✧ 1-target buff. Purifies 2 random types of [Stats Down], [Negative Status], or [Control] statuses from the target and grants the target 2 random [Collection of Buffs] effects for 2 turns. If at 5 or more Eureka, spends 5 Eureka to grant the target [Empower Incantation I] for 2 turns.
  • ✦✦✧ 1-target buff. Purifies 4 random types of [Stats Down], [Negative Status], or [Control] statuses from the target and grants the target 2 random [Collection of Buffs] effects for 2 turns. If at 5 or more Eureka, spends 5 Eureka to grant the target [Empower Incantation I] for 2 turns.
  • ✦✦✦ 1-target buff. Purifies 6 random types of [Stats Down], [Negative Status], or [Control] statuses from the target and grants the target 2 random [Collection of Buffs] effects for 2 turns. If at 5 or more Eureka, spends 5 Eureka to grant the target [Empower Incantation I] for 3 turns.

Collection of Buffs includes effects such as Penetration Rate +20%, Incantation Power +15%, Mental DEF +15%, Reality DEF +15%, [Vitalize I], and [Ricochet], with a priority on effects not previously applied.

  • Vitalize I: At the start of a turn, restores HP equal to 10% of the target’s Max HP.
  • Ricochet: When attacked, reflects damage equal to 30% of the user’s ATK as Genesis Damage back to the attacker.
  • Empower Incantation I: At the start of the turn, randomly increases the star level of one incantation by 1.

Presently, this purification of effects by category is unique to character 6, as no other characters can purify based on categories like small skills with purification effects can, especially not targeted enhancements.

One operational detail is that after purifying a controlled character, the cleansed character is able to act immediately.
When choosing actions, you can first select the second skill of character 6, and then choose the card of the controlled character (the card of the controlled character will be dimmer but can still be selected).
The second skill acts first and purifies, and then the card of the controlled character can take effect normally.

The Benefit Collection is analogous to a non-replacement ball drawing problem, where character 6’s specific buff coverage rate is 33.3% if the character remains idle.

For instance, theoretically, [Vitalize] equates to about 3.3% of maximum health recovery per turn. With character 6 under the effect of [Insight Three], a specific teammate could potentially receive approximately 333 health per turn.

When character 6 utilizes its second skill every other turn, this results in a specific buff’s coverage rate of approximately 67.7%. For a character with 10,000 max health, they would be recovering 667 health each turn.

If character 6 uses its second skill in every turn and coupled with [Insight Three], it may achieve full coverage of buffs, translating to a 1000 health recovery per turn for a character with 10,000 max health.

Assuming the second skill is used once every two turns:
Within 12 turns, a four-person team can roughly gain about 20,000 points of healing from [Vitalize], and a three-person team can roughly gain about 16,000 points of healing. The coverage rates for other buffs can be calculated using the same method.[Empower Incantation] is one of the means to withdraw Eureka gains and realize profit. Disregarding other attribute influences and considering only the internal ratio model, promoting over 2 turns would elevate two 1-star cards with an equivalent 200% single-target rate to 2-star cards with an equivalent 300% single-target rate. The minimum profit is a 200% equivalent single-target ratio, which matches the value of 5 Eureka points, rendering the exchange neither profitable nor unprofitable. In practical combat, encountering a situation where a 2-star card with a 300% equivalent single-target ratio upgrades to a 3-star card with a 500% equivalent single-target ratio means actually earning the “interest”. On the other hand, the 3-star second skill can promote an additional level, securing a minimum gain of a 300% equivalent single-target ratio for 5 Eureka points. Thus, regardless of whether a promotion from a 2-star to a 3-star takes place, this is regarded as profitable.

Ultimate Skill: The Revelation

1-target attack. Inflicts 700% Mental DMG to a single target. If possessing 6 or more Eureka, spend 6 Eureka to inflict 75% increased Mental DMG for each type of [Stats Down], [Negative Status], and [Control] status present on the target, up to 4 increments.

The ultimate itself is a single-target attack with a 700% multiplier, and that’s it.
The spirit light is not part of the ultimate’s own model.

Looking at the spirit light, the ultimate acts as a trigger, where the stored spirit light is redeemed for benefits upon using the ultimate.
When the spirit light is stored with the first ability, it totals a 240% equivalent single-target multiplier, which becomes a 300% equivalent single-target multiplier upon triggering, and the 60% difference here is the “interest”.
It can be said that using the ultimate to consume the spirit light of character 6 is a guaranteed profit, in contrast, consuming spirit light with the second ability is less stable.

Insight Inheritance

Advocator of Knowledge
Inheritance Effects
Insight Icon 1 Max Eureka +1. At the end of the round, if any 1 ally has 4 or more [Stats Up], [Pos Status], or [Counter] statuses, gains Eureka +1. When attacking a target with [Stats Down], [Neg Status], or [Control] statuses, DMG Dealt +16%.
Insight Icon 2 +8% DMG Dealt upon entering combat.
Insight Icon 3 Before the Ultimate takes effect, applies 2 random [Collection of Debuffs] effects to all enemies for 2 rounds. At the start of the round, applies 1 random [Collection of Buffs] effect to all allies for 2 rounds.

After Insight I, the Eureka cap is raised to 6, so before Insight I, 0 Portrait cannot trigger the additional multiplier effect of the Ultimate Skill.

Under the influence of Insight III, an ally will always have 2 buffs, and maintaining the second skill’s buff on an ally is sufficient to meet the trigger conditions.
When triggered, regardless of how many allies meet the conditions, 6 can only gain one Eureka.

Lastly, 6 receives an additional 16% Genesis damage bonus when attacking enemies with debuffs, which can be considered a constant attribute in practical combat.

Insight II provides a standardized 8% Genesis damage increase.

Before releasing the ultimate skill, 2 types of debuffs are applied to all enemies, which slightly differs from the first skill in terms of target quantity.

At the start of each round, 1 type of buff is randomly applied to the entire team, which also takes effect once upon entering combat.
Additionally, from the second round onwards, it can be considered that the entire team always has 2 types of buffs.

Summary

Characters with an outstanding overall skill set can be perceived as a means to balance the lack of strong counters in most combat scenarios for the Afflatus Intellect attribute.
While both characters make use of Eureka, character 37’s Eureka does not compromise the skill’s own multiplier, whereas character 6’s Eureka functions like a savings bank with a multiplier that is deposited first and withdrawn later.

Specifically, each unit of Eureka is equivalent to a 40% single-target multiplier:

  • When consumed with Skill 2 Lv.1/2: each Eureka is worth a 40%-80% equivalent single-target multiplier
  • When consumed with Skill 2 Lv.3: each Eureka is worth a 60%-120% equivalent single-target multiplier
  • When consumed with the Ultimate Skill: each Eureka is worth a 50% equivalent single-target multiplier

Therefore, generally speaking, using character 6’s own Ultimate Skill or Skill 2 Lv.3 to consume Eureka yields the highest profit.
How to maneuver in actual combat still requires considering teammates’ mechanics and the battle situation.

Cycle Analysis

Should you move the combined first skill?

Normally, the rate of Eureka growth for 6 is certain to be faster than that of Passion. This is because Eureka can be reliably obtained each turn from Insight I, whereas it is not possible to consistently gain Passion every turn.
This can also be understood such that every use of the second skill will gain 2 Eureka within 2 turns, and each use of the first skill will gain 1 Eureka. Alternating between the two skills ensures that the growth rate of Eureka outpaces that of Passion.
Therefore, as long as 6 is willing, each use of their ultimate skill can be considered for consuming Eureka to trigger the additional multiplier effect.

On the other hand, Portrait 1 and Portrait 5 reduce the Eureka cost of the ultimate skill, while Portrait 2 increases the Eureka gain from Insight I.
These improvements grant 6 additional extra Eureka, but note that these extra Eurekas do not further increase the damage of 6’s ultimate skill; the outlet for all extra Eureka is through enhancing allies with the second skill.
Once Portrait 2 is reached, in the “4 turns, 4-5 skills, 1 ultimate” calculation method, 10-11 Eureka can be obtained, meaning that each cycle can upgrade allies while ensuring their own ultimate triggers the additional multiplier.

The following calculations will focus on analyzing whether there is a profit in the combined skill cycle for 6.
The combined card cycle will move the combined first skill and deliver a 2-star first skill, play two 1-star second skills, and one ultimate.
The non-combined card cycle will deliver 2.5 times the 1-star first skill, 2.5 times the 1-star second skill, and one ultimate.

In the above cycles, the ultimate is assumed to hit the full 4 debuffs, which requires that at least one first skill be played in the turn prior to the ultimate.
Among the 6 types of debuffs, “-30% Critical Defense” and “-20% Mental Defense” can directly enhance the effect of the ultimate; we can abstract this into a mathematical problem.

There are 6 balls numbered 1 through 6, from which two balls are drawn without replacement.
There are a total of 15 possible outcomes, where the chances for both 1 and 2 are 1/15.
The probability of including 1 but not 2 is 4/15, including 2 but not 1 is 4/15.
The probability of neither including 1 nor 2 is 6/15.

Back in the game context, where 6 types of debuffs are prioritized to be non-repetitive:
The chance of consecutively applying 4 types of debuffs, where the missing ones happen to include Critical Defense reduction but not Mental Defense reduction is 4/15.
The chance of consecutively applying 4 types of debuffs, where the missing ones happen to include Mental Defense reduction but not Critical Defense reduction is 4/15.
The chance of consecutively applying 4 types of debuffs where none of the missing debuffs include Critical Defense reduction or Mental Defense reduction is 6/15.

The first skill’s calculations do not consider the debuffs received, and also the following calculations cannot account for the total damage from Ricochet and Fracture I, please take note of this as well.

Insight 3 Character Level 60 possesses an attack of 1120 and critical skill of 420.
The enemy is set with 630 defense, 25% critical defense, and 20% incoming damage reduction.
The Heart Resonance chosen is Please Maintain Balance, which provides 380 attack, 18% ritual potency, and 24% trauma bonus.
Note in the calculations below, the attack outcomes for character 6 are considered to be without any attribute counters. For Afflatus Intellect characters, most of their appearances in combat are in non-counter situations, so delivering counter damage could somewhat be considered a special situational effect.
Since the following sections include comparisons with other characters regarding the benefits of ascension, the calculations do not factor in the enhancements from probabilistic buffs; otherwise, the comparison would have to include another round of calculating the probabilistic buff enhancements.

If you are interested in the output when character 6’s second ability maintains 6 buffs throughout, you may download the spreadsheet and manually multiply the enemy’s defense by 80% to represent a 20% armor penetration rate.
When defense reduction and armor penetration rate stack, with both -20% mental defense and a 20% armor penetration rate triggering, the enemy’s defense is effectively reduced to 64% of its original value.
Additionally, adjust the first skill’s potency to 1.15 to represent a 15% spell power buff.

If you are interested in the output with 6 buffs maintained throughout Character Level 60’s second skill, you can download the spreadsheet and manually adjust the enemy defense by multiplying it by 80% to represent a 20% penetration rate.
Lowering defense and penetration rate stack multiplicatively. If -20% spirit defense and 20% penetration rate are triggered at the same time, the enemy’s defense is reduced to 64% of the original defense.
Additionally, change the power value of the first skill to 1.15 to represent a 15% magic power buff.

Play Mode Single Target 2-3 Targets
Merge Card Cycle 5853.36 6514.80
Non-Merge Card Cycle 5271.52 6216.44
The ultimate has a high multiplier while the first ability has a lower one; moving and merging a first ability card typically transfers a small amount of multiplier into passion before using the ultimate, indicating a character that generally gains from moving and merging cards.
However, in actual combat, due to the pursuit of the supportive effects of debuffs, it’s common to play two one-star first ability cards separately.
As deduced from earlier analysis, without cultivating, not merging cards leads to faster acquisition of spirit light over five passion points, suggesting there could be a strategy to completely forgo using the ultimate to spend spirit light to prevent overflow of spirit light and passion.

The Benefits of Using Luminance for the Second Skill

Under zero Forming, it’s possible to obtain 6-7 Luminance points over 4 rounds, essentially forcing a choice between using an ultimate and upgrading an ally.
However, this comparison is quite complex because, firstly, the upgrade requires 5 Luminance, while the ultimate requires 6, so the consumption isn’t uniform.
Secondly, the choice of the upgrade target can affect the actual benefit.
Therefore, this section will simply compare the gap between character 6 consuming Luminance for itself and upgrading the Centurion within one cycle.
The calculation conditions for the Centurion can refer to past content; here, we will simplify by only replacing the two highest Passion first skills with a 2-star multiplier within the cycle.

Character 6’s ultimate without extra multipliers DPM:

6 1 Target 1 Target Difference 2 Targets 2 Targets Difference 3 Targets 3 Targets Difference
Ultimate with extra multiplier (Combined Card) 5853.36 1557.58 6514.80 1557.57 6514.80 1557.57
Ultimate without extra multiplier (Combined Card) 4295.78 4957.23 4957.23
Ultimate with extra multiplier (Non-Combined Card) 5271.52 1297.98 6216.44 1297.98 6216.44 1297.98
Ultimate without extra multiplier (Non-Combined Card) 3973.54 4918.46 4918.46

Generally speaking, the benefit of upgrading is not as high as the extra multiplier from character 6’s ultimate, but keep in mind that this calculation is highly simplified.

It levels the difference between consuming 6 Luminance for the ultimate and 5 Luminance for upgrading, doesn’t consider the scenario that may occur in actual battles of upgrading a 2-star to a 3-star card, nor does it include additional effects from 2-star cards.

As Forming increases, the benefits of using the ultimate to consume Luminance become even higher, and at that time, you should first ensure that character 6’s ultimate has sufficient Luminance for consumption, followed by upgrading. With Forming 2, the issue of Luminance acquisition is completely resolved, each cycle provides enough Luminance for both the ultimate and upgrading.

Psychube Preference

Please Maintain Balance 1 Target Combined Card 2-3 Targets Combined Card 1 Target Non-Combined Card 2-3 Targets Non-Combined Card
0 Increase 5365.58 5971.90 4832.22 5698.40
Full Increase 5853.36 6514.80 5271.52 6216.44
Increase 9.09% 9.09% 9.09% 9.09%

Guide To Reverse 1999: 6 Usage Manual About:blank


The increase is very clear; moving from 0 increase to full increase is like providing a 12% permanent trauma bonus.

This value is already equivalent to the permanent trauma bonus provided by [Necessary Record].

In addition, when a significant healing is needed for character 6, one can choose [THAT INQUISITIVE DEAR], and get an enhanced healing rate with [Vitalize], also triggering special effects with the first skill.

Portrait

Portrayal Effects
Lvl. 1 The Revelation: If at 5 or more Eureka, spend 5 Eureka to deal 100% increased Mental DMG to the target for every 1 type of [Stats Down], [Neg Status], or [Control] status they have. Increases up to 5 times.
Lvl. 2 Advocator of Knowledge: Gain 1 additional Eureka. When attacking a target with [Stats Down], [Neg Status], or [Control] statuses, the DMG Dealt increases to 24%.
Lvl. 3 Duty: At Incantation rank 1/2/3, becomes purify 3/5/7 random types of [Stats Down], [Neg Status], or [Control] statuses for a single ally.
Lvl. 4 The Revelation: Increased Mental DMG Dealt now at 125%.
Lvl. 5 The Revelation: If at 4 or more Eureka, spend 4 Eureka to deal increased Mental DMG to the target for every 1 type of [Stats Down], [Neg Status], or [Control] status they have. Increases up to 6 times.
  • Portrait 1 is equivalent to increasing the base multiplier of the ultimate by 10%
  • Portrait 2 cannot be analyzed through traditional methods
  • Portrait 3 cannot be analyzed through traditional methods
  • Portrait 4 is equivalent to increasing the base multiplier of the ultimate by 10%
  • Portrait 5 is equivalent to increasing the base multiplier of the ultimate by 25%

Performance under card combination cycle:

Portrait 1 Target Card Combination Cycle 2-3 Targets Card Combination Cycle
DPM Compared to 0 Portrait Increase Compared to Previous Portrait Increase DPM Compared to 0 Portrait Increase Compared to Previous Portrait Increase
0 5853.36 6514.80
1 6372.55 8.87% 8.87% 7034.00 7.97% 7.97%
2 6726.58 14.92% 5.56% 7424.77 13.97% 5.56%
3 6726.58 14.92% 0.00% 7424.77 13.97% 0.00%
4 7274.61 24.28% 8.15% 7972.81 22.38% 7.38%
5 8644.70 47.69% 18.83% 9342.90 43.41% 17.18%

Portrait 5 is a crucial portrait, with the increase under 1 target reaching 18.83%, but this figure assumes maximum consumption of 6 debuffs.

Note that all the above calculations do not consider the additional benefits obtained after the consumption of Eureka by using Skill B.

Assuming Portrait 2 is brought into the earlier cycle analysis with the data for the Centurion, the increase under 1 target for Portrait 2 would also exceed 22%.

From this perspective, Portrait 2 is actually the most critical portrait.

Operating Details

Due to the fact that Eureka’s highest gains in most situations come from using one’s own Ultimate Skill, controlling Passion and Eureka is the focus in operating a level 6 character.
Since the target needs 4 debuffs to maximize the additional multiplier of a level 6 Ultimate Skill, advance planning is required without team assistance.
In the turn before the Ultimate Skill, you need to achieve at least one casting of Skill A, at least one team member maintaining 4 buffs (or at least one person maintaining the buffs from Skill B), and to have saved up full Eureka and Passion by the end of the round.
This step requires thinking a few moves ahead. In addition to the card movement combination mentioned in the analysis above, it’s also possible to continuously cast Skill B over several rounds by shuffling cards.

  • First round: Cast Skill B, cast Skill A, end of round with 2 Passion and 2 Eureka
  • Second round: Cast Skill B, end of round with 3 Passion and 3 Eureka
  • Third round: Standby, end of round with 3 Passion and 4 Eureka
  • Fourth round: Cast Skill B, cast Skill A, end of round with 5 Passion and 6 Eureka
  • Fifth round: Ultimate Skill

The timing of casting Skill B in the second round can be chosen at will, considering the high card density usually only possible with shuffling, so generally, it would be in either the second or third rounds.

Furthermore, after reaching Portrait 2, there is an even simpler cycle to follow:

  • First round: Cast Skill B, cast Skill A, end of round with 2 Passion and 3 Eureka
  • Second round: Standby, end of round with 2 Passion and 5 Eureka
  • Third round: Cast Skill B, cast Skill A, end of round with 4 Passion and 3 Eureka
  • Fourth round: Cast Skill A, end of round with 5 Passion and 6 Eureka
  • Fifth round: Ultimate Skill

The Skill B cast in the third round consumes one Eureka.

The actual combat needs to be more flexible, but in principle, do not break the chain of Insight Inheritance.
Although this indeed aligns Passion and Eureka, such proactive interruption and overflow is just as wasteful of Eureka.

Teammate Selection

Character 6 is notably the most convenient option for purification needs in a team composition, as it can functionally integrate into any team setup when required.
To enable character 6 to initiate and accrue Eureka from Insight I in the first round, having a character in the team that can independently provide one buff is recommended.

Character 6 is capable of offering promotion, which serves as an indirect “multiplier curve”. Although the majority of character promotions do not yield as much benefit as character 6’s own Ultimate Skill’s extra multiplier, some characters with exceptional skill multipliers are an exception.
Furthermore, character 6 imparts a buff that enhances 15% of mystical power. If character 6 uses Skill B once every couple of turns on a character, it will result in an average coverage of 8 out of 12 turns with a 15% enhancement in mystical power.
These specific characters do not require extensive card combinations, hence they are unaffected by potential negative effects resulting from promotion, as their higher yield often comes from straightforwardly using two 1-star cards.

Partnering with characters who already possess buffs/debuffs allows character 6 to roll for valuable enhancements with a higher probability. To illustrate this – for the activation of [Blasphemer of Night] two status abnormalities are required, and the probabilities vary under different team compositions:

  • With character 6 casting Skill A once every two rounds solo: 20% chance for both to be status abnormalities
  • With tooth fairy in the team, character 6 using Skill A on tooth fairy’s passive-triggering rounds: 30% chance for both to be status abnormalities
  • With Mane Sandgrit in the team, character 6 using Skill A once every two rounds: 50% chance for both to be status abnormalities
  • With both Mane Sandgrit and tooth fairy in the team, character 6 using Skill A on tooth fairy’s passive-triggering rounds: 100% chance for both to be status abnormalities

Even without teammate’s assistance, character 6 struggles to maintain the coverage rate for [Blasphemer of Night] but can manage to maintain the coverage rate for [Heart Longing] independently.
In the present version of the game, there are no rock attribute characters that are suitably designed for prolonged debuff maintenance, therefore character 6 is capable of assuming this role within such a team and unlocking the potent mind affinity [Heart Longing].

There is another emerging teaming strategy that is currently undergoing testing, which suggests a possibility for character 6 to take over the team’s entire healing responsibilities by increasing overall team survivability.
Character 6’s buffs incorporate physical and spirit defense enhancements, whilst its debuffs collectively can reduce the enemy’s attack trauma bonuses by 30%, effectively providing a corresponding trauma reduction for the team.
Notably, character 6’s debuff is classified as a status abnormality, permitting coexistence with other reduction attributes or abnormalities.
It is feasible to consider resonance reconfiguration within the team to include the underutilised Z-module, which could lead to a significant reduction in the team’s damage intake, making it manageable for character 6 to handle alone.
The output of character 6 currently surpasses all healers, including the tooth fairy, when factoring in the indirect output provided by the tooth fairy’s debuff. Consequently, such team compositions may garner better results in mid to long-term scenarios.
For additional insight on character 6’s specialization within a team, references can be made to projections for character 6 in context of the new Babel Tower, a character which meets the expectations placed upon its implementation.

Subsequent to extensive gameplay, a novel understanding has emerged.
If a character within the team (referred to as A) is best suited by a mystical power affinity mind association, then it is advantageous to employ 0 portrait character 6 to use promotion as its primary method of Eureka consumption.
However, it may not be necessary for A to receive the promotion buff due to the character’s high frequency of card deployment, which might result in insufficient maintenance of promotion seeds. Furthermore, even with adequate seeds, the common upgrade from 1-star to 2-star results in a lower benefit yield.
It may be more strategically sound to assign the promotion buff to another character or to oneself, possessing 2-star cards, followed by a shuffle resulting in an upgrade to 3-star cards for character A in subsequent rounds.
By emphasizing transitions from 2-star to 3-star cards, 0 portrait character 6’s promotion can be valued above the character’s own Ultimate Skill’s extra multiplier, simplifying the operational process.

A notable synergy exists within the team composition of “Kaalaa Baunaa + Pickles + 6”. Firstly, Pickles enters the battle possessing one buff, satisfying character 6’s initial round operation requirements.
Subsequently, character 6 promotes for Pickles during standby. Should the mystical power buff be activated, Pickles can act autonomously. If not, the buff is shuffled to Galabas.
Pickles holds the liberty of choosing rounds to standby, endowing character 6 with sufficient opportunities to roll for buffs.
Galabas, in anticipation of releasing his Ultimate Skill, can employ a 3-star card the last turn prior, thereby stabilizing the outcome of the 3-star follow-up attack.
The only discernible shortcoming is the team’s dependency on character 6 for all healing purposes. In light of this, after redirecting Eureka towards promotion and relinquishing the additional Ultimate Skill output, character 6 is advised to consider equipping [THAT INQUISITIVE DEAR] If the team extends to four characters, the aforementioned limitation dissolves, enabling a seamless fit for character 6 within a rock team, be it through the new Babel Tower or the hot air balloon feature.

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