ATK, MAG, DEF, MND, SPD, EVA +25% Target's gauge set to 110%
50%
If Kaguya uses this on herself, her gauge will be set to 50%
Fire Rat's Robe
64
Enemy (All)
FIR
250% MAG
--
40%
Ignores defense
Swallow's Cowrie Shell
64
Enemy (All)
NTR
312.5% MAG
Removes Kaguya's PAR, PSN, Sil Removes Kaguya's Debuffs
40%
Ignores defense, note self-target properties
Hourai Barrage
158
Enemy (All)
SPI
625% MAG
--
0%
Incredible power, ignores defense
Character Overview and Comments
Recruitment
12F: Recruit Mokou
16F: Reach Floor 16
12F: Acquire a total of 1000 battle points between Reisen, Eirin, Sanae, and Mokou, go to where you beat Reisen, Eirin and Kaguya, and fight and defeat Kaguya's Foe. Kaguya will join after
Play Notes
Useful for both offense and support, Kaguya's versatility and raw MAG power can prove to be a great boon to your party. For starters, she packs several different elemental spells which carry defense-ignoring properties, including the powerful (and expensive) Hourai Barrage, which will deal huge damage to anything vulnerable to it thanks to her excellent MAG stat, and even if they're not weak to SPI enemies should still be suffering reliable damage. Secondly, Buddha's Stone Bowl is one of the best (and expensive) supportive spells to use when backing up characters with high-powered, long-delay spell cards, such as Yuugi, Suwako or Nitori - it not only instantly restores their active gauge to full to allow them an extra shot (even prioritizing over other characters or enemies with full active gauges, ready to take their turn in battle), but also boosts all of their stats, allowing them to do even better with the second attack! However, Kaguya isn't without her flaws - low HP and DEF means she is extremely vulnerable to physical attacks (Although the best overall affinity set and high MND definitely give her resilience to attacks that target MND, just watch for ailments), and she is a bit on the slow side and suffers from large delays herself. Her ailment resistances are relatively lackluster, but she can recover from PSN and remove any debuffs on herself using Swallow's Cowrie Shell. Despite these problems, she can and will prove her usefulness, especially as her SP costs become less and less of a problem - and it will become easier to deal with in a hurry.
Damage is based on Chen and Ran's presence in the party. Increase is small if they're in reserve, decent if one is active, and massive if both are active along with Yukari. It can only reach 500% MAG without all three active.
Yukari's Spiriting Away
244
Ally (All)
--
--
Fills active gauges of all other active allies to 100%
0%
Kaguya always takes her turn before everyone else if she's in your party, so your infinite turns are limited to buffing Yukari
IN Quadruple Barrier
88
Ally (All)
--
--
DEF, MND +50%
30%
--
Character Overview and Comments
Recruitment
16F: Fight and defeat Yukari
Yukari is required to complete the game.
Play Notes
Packing both survivability and one of the most incredible support spell cards in the game, Yukari is definitely worth looking into. For starters, she boasts above-average defensive stats, great ailments and high, well-rounded affinities, which make her very solid. Her MAG stat is decent as well, although it's offset by her incredibly slow leveling rate and generally low damage formulas, meaning you shouldn't expect much damage unless Shikigami happens to be in the right conditions, in which case it will do some incredible. You can still use her to attack, however, as Mesh of Light and Darkness combines PAR and a decent speed debuff to help keep enemies from acting. Where she really shines, however, is with her Yukari's Spiriting Away supportive spell card, which instantly fills up the gauge of the other three characters in your active party in return for an obscenely restrictive SP cost and leaving Yukari's gauge empty. When backing up a party carrying long-delay spells, a properly timed Spiriting Away can save you a huge amount of wait time, and even if it's not perfect, a character who didn't need the extra turn can swap the empty-gauge Yukari out. It is worth pointing out that, combined with Kaguya's Buddha's Stone Bowl supportive spell card, Yukari's Spiriting Away can give Yukari and Kaguya infinite turns until their SP runs out, allowing for Kaguya to buff up Yukari relatively well (although Buddha's Stone Bowl will lose potential each time it is used in this fashion). The ability to refresh three characters gives great options for battle and can aid any team no matter the situation, even the paralyzed characters will act(although the effect will not be cured). Still, even if she can't find the most opportune time to use Yukari's Spiriting Away, she does carry her own copy of Reimu's defensive buffing in her IN Quadruple Barrier spell card, which is useful in its own respect especially since it lets Reimu focus on healing. Yukari is definitely a tank worth considering, although since she has overall impressive stats, ailment resistances and affinities, gathering the resources (and EXP) to raise them all to their fullest potential can be difficult.
Master of none, skilled in all, MANnosuke boasts impressive stats all across the board, although he's not quite as useful as he seems on paper. For starters, while he maintains the highest overall stat growths among all characters, he gains levels slower than any other character in the game. Secondly, slightly subpar attack formulas and reliance on composite spells make his capability as a nuker less than others, although despite these issues he is still quite capable on offense due to his non-elemental, DEF-piercing Scarlet Gold Sword spell card and incredible SPD. Having no major weakness definitely helps Rinnosuke out, and he can play nearly any role - tank, trash clearer, boss attacker, or even support thanks to World-Shaking Military Rule. Be careful using it, however - although it instantly maxes out the party's offensive and defensive stats, it reduces him to 0 TP and 0% active gauge, meaning Rinnosuke can't switch out after using it and will need some time to recover, and even once the boost wears off or his SP runs thin (Which is likely to happen), you still won't be able to just swap him back out, he's on the field to stay - although some find his high speed makes him a good swapper once that happens. Using World-Shaking Military Rule as his last hurrah before he hits 0 HP and leaves the party can also offset this significant problem by freeing up a slot for another character to take. Despite this huge drawback to his buff, MANnosuke more than proves himself capable of saving Gensokyo with his all-around great qualities and his flexibility as a party member.