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Minoriko's healing exceeds that of Sanae's due to higher multiplier even if Minoriko's MAG stat is lower. Minoriko's healing has a delay of 50% while Sanae's healing delay is 75%. This means that although Minoriko will be able to heal more often than Sanae and since Minoriko's healing multiplier is higher, she will be able to heal for more. Why use Sanae, then? Well, if your party does not have a decent buffer such as Reimu, Iku, or Ran, then Miracle Fruit may be your slice of pie. If your party does not use any status healers such as Meiling (who can double as a tank), then Sanae's slow healing might come in handy due to that.

tl;dr: Sanae is useful if you don't use Meiling or have dedicated buffers.

  • Interesting. I'll note that down then. But it is worth noting - the difference between Sanae and Minoriko's MAG growth isn't just small, it's very significant (8 to 12, which is a 50% increase), meaning when healing, Minoriko's heal should only even out to about a 30% better value [as opposed to the 80% it looks like]. Still, good points to raise. --Garlyle 01:50, December 31, 2009 (UTC)

Keep in mind that Minoriko's level growth is naturally faster, so it's a bit more than 30%. Also, remember- Minoriko's delay is only 50% while Sanae's delay is 75%. Naturally, even without this delay since Minoriko's level growth is faster- she'll already be faster than Sanae in terms of speed stat. 50% delay means that *if their speed stats are equal, which they shouldn't be (Minoriko should be higher due to level)*, Minoriko will be able to heal 50% more often.

So, we get a bit over 30% healing due to higher multiplier (and level growth) times 50% more healing due to lower delay and slightly higher speed due to level growth. 1.3*1.5 and we end up with +95% healing. Due to faster level growth, it's not too far off to say that Minoriko will be healing twice as much as Sanae.

Also, keep in mind that at times healing and then rapidly switching out is critical, so having a low delay/faster healer becomes several times better for these scenarios as well.

  • Hmm. I suppose that's more or less true. Although I will note that when it comes to 'heal and get out'... chances are you'll be switching them out using someone else, as chances are the boss is going to act regardless within that timeframe.

Resummarization Attempts

What follows are attempts to re-summarize the characters to expand the amount of gametime it covers and generally be more 'fair' to the characters by finding reasons to use everyone. Hopefully these come off as neutral, but it's sometimes hard to be that way about certain characters. Please add in any comments you have to a new line -following- the proposed description, instead of just editing it flat out, and feel free to sign your comments, too.! --Garlyle 18:54, July 20, 2010 (UTC)


Iku Nagae

A fairly well-rounded character with some good supportive abilities, Iku's usefulness can vary greatly depending on who she's backing up. Her attack spells are in no way stellar for damage output, but carry the advantage of spiking an enemy's DEF very fast, although she herself cannot take advantage of this. However, when paired up with characters who wield powerful physical attacks, this really begins to shine - especially if she supports those attackers with Thundercloud Stickleback, which is one of the best attack power boosts in the game. The Paralysis effect will really slow you down if you're not careful, so make sure to equip PAR-resistance gear on anyone you intend on using it on, or have a healer capable of removing it - if you do, it's one of the fastest, safest ways to improve already awesome attackers. Either way, Iku can be surprisingly effective, but you'll need to make sure your party can take full advantage of her for her to really prove herself.


Komachi Onozuka

A tank who handles her job in a completely different way, using Komachi is different from many other characters in the game. Her HP will dwarf that of any of the character in the game, but to make up for it she has nearly non-existant DEF and MND, meaning the only damage reduction she will gain is from her affinities, making raising them very important to her. It also means that many characters' healing capabilities that would be sufficient on other characters might have trouble taking care of the large amounts of damage Komachi will take, so she may have difficulty staying out for long. However, while she's out, she's very hard to take down, and provides your first access to instant kill effects, which can be very useful for certain otherwise hardy enemies. On top of that, she has the highly useful Narrow Confines of Avici. Though it'll almost never be doing damage, it provides a large number of smaller debuffs and brief paralysis, and after a couple of uses, vulneurable foes will be left helpless for the rest of your party to mop up. It doesn't flat out replace the capabilities of characters who are better at debuffing many of those statistics, but its coverage of multiple aspects is definitely in Komachi's favour. Plus, Scythe that Chooses the Dead can deal decent damage if Komachi's ATK is boosted up, giving her another use when debuffing is simply not an option.


Suwako Moriya

An unassuming nuke, Suwako is overall fairly frail to both magic and physical attacks, but can prove very useful so long as she survives. Both her magic and attack power are high, and she uses them for different objectives. Her Magic is used for her multi-target attacks, which are sufficiently powerful but not awe-inspiring, and carry defense-debuffing side effects, which combined with Suwako's decent speed making them useful openers for the rest of your party when clearing random encounters. Her Attack powers her single-target moves, where she can really begin to shine as a boss killer. Moreya's Iron Rings isn't too powerful, but packs a particularly potent Paralysis side effect that can single-handidly keep foes that are vulneurable in a constant lock, making some into cake walk. For others, she packs Croaking Frog, which is comparable to many of the best attacks in the game for power (And, unfortunately, delay), and the strongest NTR-elemental nuke in the game.


Sanae Kotiya

While at first glance you might think Sanae is similar to Minoriko, the two play very differently in practice. Where they are similar is that they are a bit frail side, they have average ailment resistances, and their stat growths are fairly similar (Sanae's are higher, but she levels notably slower), but it stops there. Defensively, Sanae's affinities are more well-rounded than Minoriko's. Sanae carries a higher magic and higher damage potential on her attack formulas, but lacks the defense piercing aspect. Her supportive spells especially shouldn't be mistaken for being the same, either: her SP costs and delays are much greater than Minoriko's, meaning that despite her better MAG stat, her healing does not match the output and speed of Minoriko's healing. However, her healing will clear all ailments and debuffs off of a character, something that Minoriko cannot do, and her buffing spell raises offensive stats and even speed as well, making it a great way to power up a single character. Neither is always greater than the other, and your party composition can and will affect which will prove more useful to you.


Nitori Kawashiro

Sporting fairly low stats, Nitori doesn't seem to be a character with much potential at first. Especially since the formulas on her two multi-target spells aren't all that stellar, Nitori's usefulness for trash is definitely something others can do better. However, in a boss fight, Nitori will prove herself surprisingly powerful. She can boost up her questionable defenses and average speed to passable levels via Optical Camoflauge, if you want to take the time and SP, but where she really packs a punch is Megawatt Linear Cannon. The formula on it - especially if you're playing patch 2.06 or later - makes it one of the most powerful nukes in the game, and it carries the benefit of being non-elemental, making it great against anything without an incredibly overwhelming DEF. If you can back her up with someone powering up her attack, you'll find her to be packing an unexpectedly effective punch.


Ran Yakumo

Ran is a useful party member in almost any party configuration. For starters, while her offensive spells aren't stellar, they also aren't completely terrible and can be decent at clearing random encounters. She also boasts good ailment resistances, affinities, and defensive stats, making her surprisingly survivable, although far from being a dedicated tank. This in particular is important to her, as her most useful capability is in her supportive spells. They have the unique property of also buffing party members not in the active row (Although for slightly less effect), so even if they don't appear to be huge buffs, the total amount she is increasing your party's stats is much higher than it might initially look, and if you rely on glass cannon-type characters, the ability to buff them without needing them to be in danger is invaluable. The catch, of course, is the huge SP costs, which will be restrictive to Ran for quite a while and limit her to one or two uses before needing to rest. Once she has the SP however, she can sit out on the field for a few turns at the start of a long battle and pump up your party's defenses and/or offensive power, giving you a full party of characters who can come out looking their absolute best.


Looks good. I especially like how Iku's sounding a lot better now, as she's one of my star characters in Team Unappreciated. Just one thing: should Komachi's section mention her above average attack? Wasn't someone going to try ATK-based Komachi sometime? Parallaxal 19:24, July 20, 2010 (UTC)

  • Ah, right. Added that in. --Garlyle 21:01, July 20, 2010 (UTC)


Iku's description should state the importance of having either having 100% par immunity or having a healer handy for Thundercloud Stickleback - if its paralysis hits and you can't get rid of it, it's going to be there for a long, long time.

Besides the obvious upside of buffing a ton of people at once, one of Ran's big advantages is that she can buff a character without actually having them out. This is mainly useful if you use a lot of glass cannons like Flandre and Kaguya, where bringing them out to both be buffed and attack can be difficult.

Fishin 22:07, July 21, 2010 (UTC)

  • I had already stated Iku's bit in her description. Good point on Ran though. --Garlyle 01:19, July 23, 2010 (UTC)

There's something else I've just discovered about Iku: She may well be one of, if not THE best MND tank in the game. Seriously. Her MND growth is only 1 point lower than Tenshi's, but Iku has a better leveling rate and better HP. Yuyuko and Patchy of course have an even better MND growth rate, but both of them probably want to put their level up points into MAG, since they don't really fill a role other than damage dealer. Iku's biggest contributions are her buffs and debuffs, so it's fine to put everything into MND and HP for her, which may well turn her into the best MND tank in the game while still providing great offensive boosts and DEF down effects. Not raising her MAG hinders her against floor trash, but I rarely use her for damage in boss fights anyway. --Parallaxal 18:58, July 27, 2010 (UTC)

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