Character Reviews

General guidelines
The character reviews will help you to understand the combat potential that the girls have in both PvE (Story, Portal daily missions, Explore battles, Sub-Space) and PvP (Arena, Grand Arena, Tower, Invasion) gameplays. You will be provided with a full analysis of a girl's stats spread, a comparison with girls of similar club/element/ability as well as a detailed analysis of how to use them in battle to get the best out of them. We cannot and we will not suggest entire team setups to use them. If you need team suggestions, ask other players over our Discord server: they will be able to give you suggestions that are fit to your level and roster.

Y2 warning
Don't expect miracles out of a Y2 girl. Please keep in mind that the various ratings given to the girls reflect their usefulness as a whole, all player levels taken in consideration, not their viability for engame purpose. In other words, even if a Y2 girl is well rated, she isn't and will NEVER be fit to be used for midgame or endgame battles. Everyone is expected to run full teams of (awakened) Y3 girls in the long run. At best, you can expect a Y2 to help you getting started in PvP, but you will have to discard your Y2 girls sooner or later for Y3 girls. As a result, most of the Y2 girl reviews are there to give some advice to beginners who have the small roster of a beginner, so please don't imagine that a Y2 girl will allow you to win against teams of Y3 girls that who have way more power than yours. Thank you for your understanding.

Table of Contents
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Availability
Purchase the Y2 step-up packages. That is the only way. But at least she's available at all times.

PvE
No one in his right mind will field a non-Wind character in an Elec stage. Therefore, forget about trying to use Mina alongside Abby. Abby provides almost as much Recovery as Alice, her HP is less abysmal, but her Atk is the one thing that is very low. Her skill's effect is less powerful than Alice's, but she does deal a little bit of damage herself. Which is still not a redeeming factor.

PvP
There is not much to say about a girl who is practically one of the worst units you can ever use. Her skill effect is weak even for Y2 standards, and she fits in neither a classic team of Arts and Sports due to her Literature club stats, nor in a heal team due to her skill scaling on your team's HP, which Literature girls don't have. The percentge of HP healed is too low to be decent anyway, even when fielding 3 Literature + 1 Sports. No one in his right mind would field in Abby alongside Mina instead of a Y3 either, for the sake of benefitting from a bonus that is random. Abby is literally one of the worst girls in PvP who is only good at humiliating your opponent if you win despite using her. Recommended spot in your PvP team Ideally, nowhere. Don't play her. But if you really want to play her alongside Mina, use her in spot 4 while placing your Arts in spot 1 and 2. PvP synergies Aside from the built-in "synergy" with Mina, there is zero synergy. Counters Nobody. She's a gentle girl. Countered by Nobody. She's a lovely girl.

Rating by Y2 standards
As surprisingly as it may seem, there actually are Y2 who are even more useless than Abby. She's not worth building.

Summary and overall rating
Abby is gentle. Abby is fluffy. Abby is lovely. Abby will cheer you up... from the sidelines. Abby is only really top notch at welcoming you home when you visit her in your collection, but definitely not to be actively played. Do love her by keeping her away from harm: she's too pure and definitely not cut for combat.

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Availability
Alberta is a Y3 available in the basic pool, which means in Basic Summon, in wheels and fragment boxes. You can also obtain fragments in a few Hard nodes in very late Story chapters and Monthly Carnival, but those means are not very recommended. A F2P player or a VIP3 cannot expect to evolve her to 5 star before at least one entire year.

PvE
Alberta does her job as Science perfectly in PvE. She brings in Attack, HP, Recovery and has a skill that bends the rune board heavily in your favor. That skill should help you substantially at building combos by turning Lightning runes into Bolt runes. The bolt runes are the best ones at chaining combos, so Alberta is your best bet to complete the combo requirements for your star objectives or to go past a combo shield passive in later Story chapters. Being a Lightning Science with such an ability makes Alberta a straight upgrade from Elizabeth, but in some cases you might still want to have both of them in your team, to make combos even more easy. That being said, you shouldn't rely excessively on that skill: there is a cooldown of 4 turns. Geneva, the other Y3 Lightning Science, provides support too by turning elemental runes to bolt runes and delaying the mob's regular attack, but unfortunately that skill doesn't help as much in building combos and is a bit random. She also brings in a much higher Attack than Alberta, but also a much lower Recovery. That being said, due to Little Reislin being the only Y3 Lightning Literature in the game, it is very advisable to play both Alberta and Geneva together until you have Little Reislin. In other words, Alberta is a must-have for PvE content.

PvP
Alberta is excellent when it comes to PvP, although not the absolute best you could find. Within the lines of Science, she is clearly one of the best, but she still suffers from one issue that tends to get in your way at times: randomness. Her skill picks a random target to stun for an increasing number of rounds with her evolutions, effectively giving her at 5 stars 75% chance of disabling one of 3 given girls as attacker (the one she faces and the two girls whose rounds are next), 50% chance to disable one of 2 given girls as Defender (the two girls whose rounds are next). While at 1-2 stars, it's 25% chance to stun the girl she's facing as attacker, and zero chance to stun anyone as defender, due to the stun wearing off right in the end of the round. Alberta is therefore unfit for new players, and way better as attacker. Even as attacker, you have to study who her potential targets are when fielding Alberta, to know if it's worth using her or not. You will typically field her as attacker when all of her 3 potential targets will cripple their team's building or damage output if they get stunned. The potential targets being preferably Arts, the strongest healers or a girl who gives a particularly powerful party-wide buff such as Winni. Thanks to that ability, Alberta can be more efficient than using an extra Arts or reducing the amount of damage you receive. Alberta can be played in all PvP modes, but if that's not clear enough yet: forget about her if she has only 1 or 2 stars. Even a Y2 5 star Science would be way better than an Alberta 1-2. At 3-4 stars she barely becomes decent as attacker, but remains weak as defender. It is only at 5 stars that Alberta will really be great, and it means that you cannot expect to play her decently before a long while if you don't actively spend money to evolve her. Small last word: be careful when attacking arena bots, because she is the #1 threat in the bots teams. Awakening passive Alberta confirms her attack purpose by simply increasing her own damage output. However, since that passive is random, it is best not to rely on it too much. Recommended spot in your PvP team Usually Spot 3, be it as attacker or as defender. An attacker 5 star Alberta in spot 3 will have 75% chance to stun someone in Spot 3, 4 or 1 in the defense team, where lie most of the most powerful girls such as Arts or the strongest healer. A defender 5 star Alberta in spot 3 will have 50% chance to stun someone in Spot 4 or Spot 1, which is still fairly good, but can be worked around by potential attackers who may deliberately delay their Arts and use girls with less essential skills in Spots 4 and 1. PvP synergies Alberta doesn't have any real synergy. She fits in every classic team and works on her own. Counters Heal teams - Alberta is particularly good at attacking heal teams by preventing one healer girl from activating her skill, which can be fatal to them. Iris, Camille - Alberta can be used to prevent them from buffing themselves as well as unleashing their next regular attack. Winni - Since she is placed in Spot 1 for optimized performance, Winni is susceptible to being stunned by Alberta. Countered by Venus - If you want to use Alberta to disrupt a heal team, beware of Venus: she may cleanse the stun status if it doesn't land on her. You may want to adjust Alberta's position if you want to make sure that she has a chance to stun a more powerful girl, such as Caroline or Winni. Christmas Devils - If her taunt is active, she will attract it to herself. With proper placement, the stun debuff will have no effect on Christmas Devils. Haley - Same logic as Christmas Devils, but she will have a harder time to magnet Alberta's debuff due to her skill cooldown of 7. Girls who rely more on their stats and whose skill is less essential, such as Amy. They will still get stunned, but the outcome on the battle will be smaller.

Summary and overall rating
Even though she clearly is in the top of the basket for both PvE and PvP, Alberta cannot get a perfect mark due to her limited availability as well as being unfit for beginners in PvP. In particular, F2P players can more or less forget about using Alberta in PvP for an entire year or even more. But once she is evolved, she finds her use in most classic teams. Do you like wrecking friendships and setting chaos in battle instead of the usual discipline? Alberta is the one you need. Will she do what you want? Maybe, maybe not! You never know what exciting or lewd things the arrogant and slutty alien princess has in mind. She can screw you in PvP just as much as win situations otherwise hopeless. She will make you go nuts in battle and in your pants while wearing her smug face, and that's probably because you never know what she decided to do with you, that you love her. Spin the wheel: maybe next time Her Sluttiness will be thirsty and willing to use you as a toy.

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Availability
Alice is mostly meant to be purchased with her dedicated packages, but you will obtain a few of her fragments in Story Hard chests, and you can farm her fragments on up to 3 Hard nodes. She's *usually* not worth farming through Hard nodes, because doing so takes a lot of time (many months) and impedes severely your ability to promote girls. By the time you've finished farming, she'll already be obsolete anyway. But if you are a light spender, or a heavier spender, then purchasing Alice's packages is one of the very best investment in the beginning, besides monthly cards.

PvE
Alice is good in PvE. Not absolutely great, just good. She does her job of healer rather well by having an average Recovery (for Y2 standards) as well as a skill that is very convenient and efficient. You can practically keep Alice's healing over time *permanent* by renewing it as soon as it expires. The major downside is that she doesn't deal any damage when using her skill, effectively making it more difficult to finish a mission with a skill for the star requirement "End mission with an attack skill". Despite being that convenient, Alice isn't an absolute necessity either. You can keep going with Priscilla 5 for a fair while, who may be clearly inferior to Alice, but very available as well as also playable in PvP to some extent. And then you can switch straight to Vivian, who is fairly available for a Y3, doesn't have a healing skill, but has Y3 stats. You may also use two Wind Science in your Wind team (typically Sylvia and Clara) without any Literature, and it usually works decently well. So really, you may skip Alice entirely when it comes to your Wind PvE team.

PvP
Alice is the #1 Y2 girl who is the most used in PvP. Similarly to PvE, her buff gives a healing over time to your entire team, though it cannot remain permanent like in PvE. That buff is proportional to a girl's Recovery, which means that it's way stronger when applied to a Literature girl. In particular, it's even stronger when used on (awakened) Y3 girls like Venus or Caroline, who sport some of the very highest Recovery stats in the game. In other words: the stronger Alice's team mates, the stronger her heal is. And that is why she is used in most heal teams until mid-game, even alongside awakened girls: it allows one to benefit from a very, very strong healing without building an actual Y3 girl in Alice's stead. However, the nature of Alice's skill may make her unequalled in defense, but very risky to use in offense: she doesn't deal damage at all with her skill, which puts you at risk of losing the battle due to a stalemate (reaching round 40/40 without defeating the defender), especially when the defender is a heal team as well or if Alice's team mates lack firepower. It advised against using Alice in your arena defense team: your attackers will usually have enough firepower to gather in only 4 girls. You can use her as attacker however, if the defense team you're attacking is fit. You can also use Alice in the tower for easy lower stages clearing. But the one place where Alice truly shines is the Grand Arena. Since everyone has to use 3 teams of 4 girls, it is way more difficult to keep everyone evenly trained, and therefore to have enough firepower to defeat 2 teams out of 3. Alice will mostly be used in a defense team to force your attackers to either let her team win the battle, or to use a fair amount of their stronger girls to win the said battle. Both cases are a "win" for a defender, directly or indirectly. You may also use Alice as attacker if the defense team is clearly identified, but *never*, *ever* send Alice against a defender hidden team if you're not 100% sure that it's not a heal team. Long story short: Alice is a PvP goddess among Y2, for being able to assemble a competitive heal team at a minimal cost. Recommended spot in your PvP team Spot 3, no exceptions. No "but Clara". No "but Alberta" either. Spot 3. PvP synergies Venus, Caroline - The two queens of heal teams provide a huge healing over time with their Recovery. Crystal - Even if they're usually compared, Crystal and Alice team up very well. Taylor - You can use her at a beginner level if she's 4-5 stars. Sarah - She can be used at a beginner level too with 4-5 stars. But be careful: having two girls who don't deal any skill damage is a guaranteed loss on stalemate (reaching round 40/40) as attacker. So only team them together for an absolute defense wall. Vivian, Una - They are generally regarded as inferior, but their high Recovery compared to Y2 standards may still make them preferable to a Y2 girl when teamed with Alice. Halloween Witches - Not only she is a pillar of heal teams thanks to her skill and her awakening passive, but her regular attack also benefits from Alice's second buff (increasing Wind characters Attack) Counters Low firepower teams - In particular, anything that doesn't have 2 Arts will have a hard time to beat a proper defense heal team with Alice in it. Countered by Flora - Since Alice's heal over time is directly tied to a girl's Recovery, Flora will cripple Alice's heal over time. You usually will never see a proper Flora in any attacker team though. Clara - Clara can purge up to 2 buffs and debuffs, which includes Alice's heal over time. However, since Alice also provides an Attack buff to Wind characters (including herself), that one buff may be purged instead. Clara may even have an harder time to purge Alice's heal over time if your team has even more buffs besides Alice's (Like Hallowean Witches's) Alberta - An attacker Alberta (whatever the amount of stars) placed right in front of your Alice has 25% chance to paralyze your Alice, effectively annihilating your healing power. Jessie - She is usually never played in PvP, but an attacker Jessie placed right in front of Alice has a 50% chance (!) to delay your Alice's skill by 4 rounds, effectively demolishing your healing setup Raw firepower - Alice herself has very little HP and doesn't deal damage with her skill, so it's possible to deal critical damage to her team with sheer strength before she can even turn on the "healing machine".

Rating by Y2 standards
A lot of players promote their Alice 5 up to promotion 9-10, sometimes above, for a good reason. She is extremely powerful in an appropriate PvP setup, for a way smaller cost than a Y3 girl. She is also the only (proper) Y2 Wind Literature to use in PvE, and an Alice 5 is even preferable to a Vivian 1 for PvE as well.

Summary and overall rating
Alice is the #1 Y2 girl to be built in the game. Even Erica doesn't compete against Alice's usefulness. But sadly, Alice is the kind of girl who is meant to be *purchased*. If you need a cheap and efficient very badly for PvP, Crystal is the one whom you want, not Alice. Forget about farming Alice on her Hard nodes, really. If you're a happy owner of a wonderful Alice 5, congratulations! But don't expect her to carry you forever: you *will* need to think about switching to a full Y3 team for PvE later on, solely because her stats will play against your survivability. The same goes for PvP: you will need a proper (awakened) Y3 to take her stead for endgame purpose, even if she can do the job decently until the Grand Arena is swarmed with Awakening 1 girls. Alice will often be criticized by stronger players because they play in a meta full of extremely powerful Arts who will eat her whole. But as a more modest player, she will be both your gentle onee-chan who looks after you and heals your wounds when she's on your side, and your worst nightmare when you will have to beat someone who uses her.

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Availability
Alizee is available only once a year around the beginning of Summer, first as step-up summon in 2021, then as Revival Summon the next years.

PvE
Alizee is the best Wind Sports that you can find in PvE. She has higher HP than Haley and Grace, her skill mitigates incoming damage better and it also bends the rune board in your favor. Her only weak point is that her skill's damage mitigation is effective only for Wind allies, which will be an issue only in very, very late PvE against multi element mob teams (beyond Chapter 18). If you want to take on those (way) harder challenges, then you will have to resort to Haley or Grace instead... or a Sports of another element such as Christmas Devils. Otherwise, Alizee will be your best bet. Unfortunately, the difference in efficiency between Alizee and Haley isn't enough to justify building Alizee solely for PvE, especially when considering the hardest challenges. Haley can do the job too, and she doesn't require a step-up summon or event tickets. As for Grace, her very low availability and her terrible skill leave her completely out of the equation unless you consider very late chapters.

PvP
Alizee is one of the very best Sports available in PvP. Her skill acts slightly differently than in PvE: while it gives damage mitigation only to Wind characters, it enhances both Water and Wind characters attack. She does so with a cooldown of 6, which makes her take the spot usually used by a Science unit and allows her to buff her team's Arts, but then leaves her team open to opponent Science attacks when in Defense. To sum it up, Alizee is mostly interesting for her ability to buff her team's damage rather than reducing the damage taken. Due to the nature of her skill, Alizee is mostly meant to be teamed with Water Arts and Wind Arts in a classic team. She may also be used for Defense purpose in specific heal team setups, but then she will delay the first healing: use with caution. Due to her average cooldown as well as the specificity of her skill, Alizee can only prove to be efficient in a limited amount of team setups, so you may have a hard time assembling your teams if you want to make use of her. But once you found her place, she's a very solid investment that you can rely on. Alizee is playable both as a beginner and as an endgame player, in all PvP modes: she is useful even at 1 star, and even though her ideal team mates are rather specific, you won't have trouble finding the right ones. Awakening PvP passive Nothing more simple than a flat increase to Alizee's HP. Do note, however, that all skills that use Alizee's HP, such as Christina, Little Reislin or Giselle's burn, use her base HP, not her buffed HP. Recommended spot in your PvP team Ideally in Spot 3 to both mitigate as much skill damage as possible, as well as enhance both your Arts skill damage, but you may actually move her around your team to fit your real needs, depending on your opponent as well as the other girls in her team. PvP synergies Elva - The most obvious choice to team with Alizee. She's a Water Arts, so she'll be able to deal better damage thanks to Alizee. Cecilia - Beginners might want to use Cecilia along with Alizee, and even along their Elva, to get an easy boost to their damage output without needing other limited girls besides Alizee. Summer Ladies - You may either leave Summer Ladies in spot 2 to stack the buffs and debuffs for your Arts in Spot 4 and Spot 1, or move her to spot 1 or spot 4 for her to benefit from Alizee's buff. Luna - She will benefit from both of Alizee's buffs, but since Alizee will be in Spot 3, you will have to delay Luna in Spot 4 or Spot 1. Camille - You may either use Alizee in Spot 3 to enhance Camille's tankiness, or place Alizee in Spot 1-2 to enhance further the damage dealt with her powered up regular attack, for an even more devastating strike. Halloween Witches - In a heal team, Alizee will buff Halloween Witches tankiness as well as her next regular attack. Caroline - In a heal team, Alizee will boost Caroline's high damage output. Christina - Just like every Sports, Alizee enhances the healing power of Christina. Do note however that Alizee's awakening passive will not be taken into account. Counters Nothing in particular, but it's worth noting that using Fire against Alizee's team will not necessarily be more efficient than another element, due to her team mates being either Water, or Wind girls who suffer reduced damage. Countered by Giselle - Her burn doesn't care about anyone's damage mitigation, so Alizee's damage mitigation will only have limited effect. And Alizee herself is a prime target due to being a Sports with very high HP. Alberta - A Defense Alizee is open to an attacker Alberta who will have 75% chance to cripple Alizee's team damage output, due to Spot 1 and Spot 4 being occupied by Arts, and the damage buffer (Alizee) being in Spot 3.

Summary and overall rating
Even though the amount of setups she can be played in is quite limited, Alizee remains an extremely solid Sports to have for both PvE and PvP and she is very worth saving/spending for. She isn't an absolute necessity because Haley is still there for PvE purpose, so don't feel too bad if you missed Alizee or failed to evolve her to her maximum. She will be useful for beginners and endgame players alike, so don't hesitate to go for her. Catgirl. And water. You'd think that both would never fit together, but there you have one girl who needs more than just Water to cool off. Alizee will definitely allow you to surf on the wave of victory if you find good balance on your board. With a bit of skill, you won't need her lessons anymore, and then she'll gladly be the one to receive your lessons... in another sportive discipline.

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Availability
Amy is the #1 most available Y3 girl along with Elva. You obtain 50 Amy fragments upon completion of Story Chapter 4, a few more fragments in Hard chests and star completion, 3 Hard nodes to farm her. On top of being available in the basic summon pool, which also means being available from time to time in the Lucky Wheel as well as a Drop Rate up Summon. In other words, Amy is very accessible even for F2P players, though obviously not as much as a Y2 girl.

PvE
Amy is as straightforward and as efficient as a Sports can be. She brings in HP, her skill helps you tank better and for 3 rounds, although she suffers from a cooldown of 5 rounds. The skill damage is single-target, which means that it will deal full damage no matter what the opponent is: it is particularly appreciated for "End mission with an attack skill" or to deal a not negligible amount of damage to the Energy Boss. Do note that while Amy 1 may have slightly better stats than Chris 5, you may prefer to keep using Chris 5 for a bit longer until your Amy gets more stars: Chris 5's skill will deal far more damage and will be way more efficient at reducing the incoming damage when you really need it.

PvP
Amy is your go-to choice as a sports unit. She is a pillar of both your arena team and one of your Grand Arena teams, whether you are a F2P or a paying player. Her major strengths are her unparalleled versatility and flexibility that make her able to fit perfectly in a very wide array of team compositions. You cannot place Amy wrong in your team and no other girl can pretend as much, simple. Amy's skill, while not actively helping you to tank/survive (contrarily to PvE) may make the difference in your favor... or against you, depending on your luck. In practice, Amy serves only as HP bag at 4 stars and below, because the probability of her reflecting damage is low and it doesn't reflect much either. At 5 stars, you will still usually consider Amy's skill as non-existent as attacker, since it will represent only 1 or 2 attacks reflected per battle *on average* (at 5 stars), and you will lose the battle anyway if her reflect results in a double KO. As Defender however, Amy 5's skill represents a potential threat to your attacker, because she *may* reflect more than 1 or 2 regular attacks, or even the one single most powerful regular attack in the worst cases. Which is a win for you, the Defender. Amy will therefore serve as deterrent against potential attackers, who will either use stronger units to beat you (because they don't want to risk of being reflected), or take the risk to lose due to Amy's reflect because they underestimated her. Just like in PvE, you may prefer to keep using your Chris 5 until your Amy has got more stars: Chris 5 may have lower stats, but she has a powerful skill that will cripple the damage dealt by her Water opponents. Elva in particular, who is very popular in the arena. Awakening passive The straighgtforward party-wide damage reduction is useful against overly aggressive teams, such as Awakened Elva. Heals teams appreciate that kind of passive. Recommended spot in your PvP team Whatever spot is left after placing everyone else: Amy cannot be placed wrong. Once her skill (at 5 stars) kicks in, she will cover (almost) 100% of the duration of the battle anyway. In a classic 2 Arts + 1 Science + 1 Sports team, Amy will therefore be in spot 2. PvP synergies Christina - Just like every Sports, Amy enhances the power of Christina. Grace - You usually don't want to use 2 Sports at the same time, unless when using Christina, but using both Amy and Grace makes you able to reflect both skills and regular attacks, which multiplies the potential threat to the opponent team. Counters Camille and Iris - Due to their skill greatly buffing the damage of their next regular attack, Amy is a major threat who has 25% chance to deal back 100% of the said devastating damage. Awakened Elva - Her first regular attacks in the battle are buffed, which may go against her, similarly to Camille and Iris. Countered by Giselle - While Giselle's regular attack may go back to herself, her burn will demolish your team's HP if it lands on Amy. Luna - Contrarily to Camille, Luna focuses on her skill to deal damage, and hitting Amy with it will trigger an extra damage dealt by Luna. Heal teams - Just like every Sports, Amy is unfit to fight against heal teams.

Summary and overall rating
As much as a fair amount of players will criticize her PvP skill (for legitimate reasons), Amy is still your best doggo who reigns supreme at versatility, F2P friendliness and easy team building. Those qualities do make her a must have as well as a priority to evolve, promote and awaken. Not to mention that there is no other Y3 Lightning Sports anyway. It is always pleasant to see your adorable dog girl bite back your attacker for a double KO, but don't expect too much out of her either. Don't pray the RNG gods that your Amy will reflect a bit as attacker. Don't underestimate the Defender Amy either: memes such as "I have lost because Camille always bonks Amy" exist for a reason. Amy being often underestimated is a strength.

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Availability
Bonnie is one of the most available Y2 girls. You can obtain her from basic summon, step-up, arena exchange, in Story Hard chests and you can farm her frags in some Hard nodes. However, due to her availability in the basic summon pool and the step-up, as well as her general usefulness, it is not advized to obtain her fragments in the arena exchange or to farm her specifically. You will eventually max her even as F2P, although it will still take a few weeks or months.

PvE
Bonnie does her PvE job well, very well. She does exactly what you'd expect from a Sports girl: bring in HP as well as a very powerful skill that will help you tanking a lot at the critical moment. Within the Y2 Fire Sports panel (Bonnie, Jessie, Monica), Bonnie is clearly the very best at tanking. While Jessie's purpose is more Science like utility. Ultimately, you'll probably be using Zoey or Margaret in her stead, but Bonnie will most likely remain in your setup for a while, due to Zoey taking considerably longer to evolve, and Margaret being an event limited girl. Bonnie will probably prove to be very useful to you to survive harder challenges of the Gift Portal, against Gorgon. Besides that, there is not much to say. Bonnie is just powerful, straightforward and easy to play.

PvP
Bonnie is one of the most useful Y2 girls for PvP purposes. You will very likely not use her for the regular arena, since you'll already have Amy, but she will definitely play an important role in your tower teams as well as in your beginnings in the Grand Arena. A Bonnie 4-5 will remain way better than Zoey 1-2, just because of her skill. If you have Margaret however, Bonnie will be a bit less good because Margaret does have a half decent skill even at 1-2 stars. As her skill suggests, Bonnie is specialized in nerfing the Wind damage received from your opponents. Which is neat, since Camille is very common in the Grand Arena. And Sylvia as well at a beginner level. However, due to the nature of her skill, Bonnie suffers from being rather easy to "dodge" when she's found in a Defense team: all your attacker needs to do is to attack you with Arts who aren't Wind type, like Elva. Overall, while you will never see Bonnie in the regular arena, you will meet her sometimes in the tower, and she's fairly common in the beginners teams in the Grand Arena. Recommended spot in your PvP team In a Defense Team, preferably in spot 2, since the potential attackers will try to dodge her skill anyway. She will still be able to nerf Wind Arts skill damage wherever they place them, so that's better than nothing. As attacker, it is preferable to place Bonnie right in front of your "targetted" girl you want to nerf, or the spot before. For example, if Defense Camille is in spot 4, you will need to place Bonnie in spot 3 to nerf Camille for 100% of the battle. PvP synergies Erica - Bonnie isn't particularly meant to deal damage, but teaming her with Erica for a small boost is better than nothing at all. Lightning teams - When using Bonnie as a tank, you can safely use 2-3 Lightning girls in the team to protect them from Wind damage. Counters Camille - Bonnie works very, very well against Camille, without any downside. It's not that much the skill damage itself that will be nerfed (it doesn't hurt much, unless Camille is awakened), but more her next regular attack. Rayna - In all cases, Bonnie will reduce Rayna's damage output down to a misery. Which is good, since Rayna is fairly common in the beginner teams of Grand Arena. Luna - She isn't as frequent as Camille, but she's still more dangerous nonethless. Luna doesn't have as many weaknesses as Camille, but Bonnie is still effective against her. Countered by Wind free teams - In particular, it is easy to go around a Defense Bonnie by merely playing without any Wind as attacker. Clara - She doesn't *exactly* counter Bonnie, but it's worth mentioning that despite Clara being Wind, Bonnie's skill will have no effect against Clara's, who herself will clear some of your resistances against Wind. So it's not really a great idea to send Bonnie against Clara, unless you want to flood your team with buffs to protect another buff.

Rating by Y2 standards
Bonnie is a very decent Y2 unit, no doubt about it, and you will want to build her a bit before having access to more serious stuff, such as Zoey. She may not be as available as Chris (though she's not that far behind), but Zoey is way harder to obtain than Amy, so she's actully on an equal footing with Chris when it comes to usefulness, despite taking a bit longer to evolve.

Summary and overall rating
While being quite solid for Y2 standards, Bonnie isn't as available as Ingrid and Chris, and her usefulness is more based on the fact that you won't really have a better option (Zoey higher than 1 star) for a while. Players will, however, acknowledge her usefulness better than Chris, mostly because it's rather easy to see that she is overall better than Monica and Jessie. Because it does take time to build her properly until 5 stars, Bonnie sadly cannot be rated as well as Ingrid, who has the exact same skill but can be evolved to 5 stars faster. A beginner may think that Bonnie is just "meh", but she's actually excellent when used correctly. She's strong, she loves music, she loves magic, she does cute cries and moves in battle, and she even loves selling dreams to perverts by doing dirty things. Therefore Bonnie understood everything about what being a magical girl is. Go for her.

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Availability
Camille is a limited event summon exclusive girl. Her event summon banner is synced with the monthly Treasure Hunt, but she will not be available every month. She is therefore not as available as fox girls or basic girls, without being exceptionally rare either. It is usually recommended to save event summon tickets to obtain her in one occurrence of Treasure Hunt.

PvE
In one word like in a hundred: Camille is a skill damage nuke in PvE, as well as the very best Arts skill in the entire game's PvE. Hitting 3 mobs to an amount of up to 10 times her Attack score allows her to wipe entire rounds with little effort, provided that the mobs don't have a very high amount of HP. She will also have a 100% damage boost for one round to finish off whatever is still alive after using her skill. In her skill design, Camille is therefore a huge upgrade from Rayna, and is also better than Luna. If you have the chance to have Camille in your roster, she will turn the Coin Boss into a trivial matter and defeat tanky bosses easily. If you have the opportunity to obtain her, even at one star, you can forget Rayna altogether: Camille 1 will do the job just as well as a Rayna 5, save for the direct skill damage.

PvP
If Camille is a goddess in PvE, she is believed to be one in PvP as well by many players... who sadly are delusional and overestimate her. Camille's skill has very low skill damage, but grants her a huge attack buff for 5 rounds, effectively making her next regular attack deal an amazing amount of damage. When Camille succeeds at landing that buffed regular attack, commonly called the "Camille smash", you are definitely much closer to the victory, if she hasn't nailed down your opponent in one swoop. The issue is... that it needs to succeed. Camille depends on landing her smash and is very heavily penalized if she fails to do so: she can be countered by many, many girls and it takes a very minimum of 12 turns before she lands her smash. That allows a fair amount of team setups to take advantage of it by either destroying Camille's team or by buffing/healing themselves even before she can attack. So do keep in mind that Camille's very low skill damage and her self Attack buff are her weaknesses. Even though she isn't the best Arts to play in PvP, Camille is still very good overall and you still can safely use her in all PvP modes: arena, tower and Grand Arena. In particular, she will be a very good asset for beginners thanks to her skill damage remaining the same at all star levels, contrarily to all other Arts. Only the power of her self buff changes, knowing that 90% at 1 star is already significant in a battle. Camille can be a great asset as attacker, very menacing in a Defense team, but in both cases there are plenty of options to go around her. In short, Camille can be great when correctly played as much as the one girl who made your team lose because she either failed to land her smash, or got stunned, or dodged. So be particularly careful of what girls you're about to attack. But due to her extreme likelihood to be countered, Camille cannot be considered as one of the very best Arts in PvP. Awakening passive Camille gets an increased skill damage for 20 rounds, becoming reasonably powerful at 8 stars and effectively negating one of her weaknesses to some extent. She will also protect herself from attack decrease at 7 and 8 stars, but Geneva is the only Y3 girl who can do that. Recommended spot in your PvP team Usually in spot 4, unless you need to go around some of the girls who can counter her, such as Amy or Winni. Specific placement cases are detailed in the Counters section. In a general way, try not to delay Camille as much as possible, because she already takes a long while before landing her smash. The only girl who takes priority over Camille for spot 4 is awakened Elva, in which case Camille goes in Spot 1. PvP synergies Alizee - She is the best option to increase Camille's damage output, while also providing her with a buff against all incoming damage. You can either place Alizee in Spot 3 to increase Camille's skill damage and have optimal protection against the opponents skill damage, or in Spot 2 to focus on maximum damage output for the smash, at the expense of protecting both Alizee and Camille only against regular attacks. Halloween Witches - She can also boost Camille's skill damage output, but unlike Alizee you cannot use her decently to boost Camille's smash due to her cooldown of 5. Doing so would require to place Halloween Witches in Spot 1 and nowhere else, which is suboptimal and forces you to delay the Arts who is normally placed in Spot 1. Sylvia - Since she increases one target's Wind damage taken by 40%, you can either use her in Spot 3 to have 75% chance to deal increased damage to one of Camille's skill targets, or you can place her in Spot 2 for a 25% chance to deal 40% more damage with Camille's the smash. Do note that this 25% chance becomes 100% against a Zoey or Christmas Devils who taunts both Sylvia's skill and Camille's regular attack, so you may want to use that trick for consistent devastating damage. Lucy - Lucy can amplify Camille's damage output even further, but due to the nature of her skill she won't be consistent and reliable to do that. Clara - Clara is usually rather average or even mediocre in PvP, but she can increase the damage received by your opponent, and her awakening also buffs two of your arts for a few rounds in the beginning of the battle. Clara's skill can also increase significantly Camille's chance to land her smash successfully and safely by removing Winni's and Amy's buffs. Alberta - She can stun Camille's counters, making her more likely to land her smash successfully. Una - Una is usually regarded as mediocre in PvP, but it's possible to get a very high HP drain with the help of Camille's smash. To perform that, you will either have to place Una in Spot 1 if she isn't at least 7 stars, or delay Camille, which is very dangerous. Counters Heal teams - They will suffer extreme damage when striken by Camille's smash, but you will have to survive until that moment, which is very problematic because you have to achieve that without using Sports girls. Grace - She is popular for sending skill damage back to the attacker, but since Camille focuses on regular attack damage while having low skill damage, Grace will barely reflect back anything. This is less true for Camille's higher awakening levels however, since her passive enhances her skill damage. Countered by Amy - The number one threat to Camille is Amy. At 5 stars, she has 25% chance to reflect the entirety of Camille's smash back to your team, which effectively results in Camille killing her own team, quite often in a double KO. As an attacker, a double KO means that you lose. If a Defense Amy 5 is placed in Spot 2 or Spot 3, it is possible to avoid that by placing Camille right in front of Amy, as Amy's buff will expire right before Camille attacks. Winni - The other major threat to Camille. When Winni allows her team to dodge Camille's smash, not only the smash's damage is entirely nullified, but Camille's low skill damage was for naught as well. It is possible to avoid a Spot 1 Winni's buff by placing Camille in Spot 3, but be warned: it means delaying Camille's smash for 3 more rounds. At this point, if you aren't sure to survive until round 15, you might simply want to use another Arts in Camille's stead. Zoey - Despite specifically taunting Wind attacks to benefit from elemental advantage, Zoey isn't the biggest threat against Camille, since it'll still result in a big amount of damage tanked by Zoey anyway. When Zoey is awakened however, she becomes slightly better at tanking Wind damage and starts being a bit more effective specifically against Camille. Clara - She has about 44% chance to remove Camille's buff with her own skill, which may not have as much of a brutal effect as Winni or Amy, but still weighs a lot in the balance. Alberta - More than for most girls, Alberta is particularly dangerous for Camille because stunning Camille will either result in delaying the smash for 4 more rounds, or outright cancelling Camille's buff when she's already used her skill. Most of the time, both cases will be fatal to your team.

Summary and overall rating
Even though there are some very, very common girls in her counters who represent a serious menace for your victory, Camille remains very popular near most players for her looks, her perfect PvE efficiency and the satisfaction to see big numbers in PvP. She is often recommended to be the first girl whom newbies should save their event summon tickets for, but that is debatable given her availability compared to exclusive girls who are available only once a year. "Stay away", "Don't let me go!": Camille is definitely an adorable tsundere. Under her thick shell of combativity lies a delicate girl with a gentle heart that has weaknesses that only her senpai can protect. So do welcome her in your collection, treat her gently, rub her cheeks, give her headpats, tell her that she's a good girl, make her blush and don't be too angry when she suicides as she smashes Amy. Camille chan is doing her best for you, even though she's awkward and will not admit that she likes you. If you look after her correctly, she'll be deliciously horny for you, but it's not like she likes it or anything, b-b-baka.

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Availability
Caroline was available only through the Valentine's Day Step Up Summon, and Step Up Summon by far my least favorite Summon model in the game. There was an in-game notice stating: “Caroline will only be available via Valentine’s Day Step Up Summon event. Once the event is over, she will not be available anymore.” There’s been debate as to whether or not that means she won’t be available ever, or will only ever be run during future Valentine’s Day events, but the fact remains that she isn’t available now, won’t be for quite some time, or possibly ever.

Stats
As a Y3 Literature club character. Caroline has above attack, below average HP, and one of the best restoration values.

PvE
This score probably is too high as I run Winni in my PvE water team, and she more than covers the HP shortcomings that Caroline may have produced. However, Caroline has the second highest attack of water characters after Elva, and I’ve said before I really enjoy running damage over the other two stats in missions. Having a dual target skill on a good attack value is excellent. Increasing the recovery of two characters is hardly relevant; Caroline’s recovery stat alone generally means you’ll heal off a single pill. However, at 4 and 5 stars, her ability also increases move duration for one more swipe – which can be critical for squeezing out extra damage on bosses with combo shields. There are few things more frustrating than bringing a boss with an obnoxious combo shield down to ~20% HP, when one more set of runes could have finished it off. Just remember to achieve your combos on the first or second swipe, or Caroline’s skill damage would have gone to waste. You still get the extra move though, which also might be helpful if you just need one more shot at breaking the combo shield.

Caroline is surprisingly solid damage, and even with her low HP contribution to the party I’ve never felt threatened by any Fire content in Story stages, even on the infamous Chapters 15 and 17. Possibly because I run 3 other 5 star Y3’s, one of whom is Winni.

PvP on Offense
Caroline is surprisingly decent given she’ll hit for approximately 9k and heal for 11k on her skill, even when she’s the solo literature on her team. In triple lit teams, she will hit for 9k and heal for 15k on her skill. That kind of life swing is something you see on Arts characters, and dependent on your team composition, you might find a moderate damage + heal to be more up your alley than a large burst of damage from another Arts character. If she’s gotten her skill off once, she’s more than made up her difference where her max HP is lacking. If she’s used her skill twice, she would have more effective HP than either an Arts character or a Science character. Unlike my criticism with Alice, she 1) deals damage, and 2) has an immediate heal. On offense, there’s no way for the defense to disrupt her from Position 3, where she’s at her best. However, the opportunity cost of running any character in Position 3 is always high when that’s where you want to put characters such as Alberta, Geneva, or Lucy.

I think she’s very good if you intend on using her as another source of damage and your Position 3 slot is open, but that’s rarely ever the case.

PvP on Defense
Caroline is particularly vulnerable to disruption as most of her power comes from her skill. Since defender goes second each round, there’s a real threat that a Position 3 Alberta on offense lands her stun. Additionally, going second each round really highlights the liability that a low max HP, as stated a stun on a turn 6 heal into an early death before a turn 14 heal really isn’t prospects I like.

Finally, while Caroline is consistent producing HP swings, consistency generally isn’t what scares me when I evaluate defensive teams. It’s Alberta, Winni, Camille (and Amy, if I’m running Camille) that make me wonder whether or not I can beat them because those characters cast doubt on my damage output. When I evaluate Caroline, I know with certainty whether I can beat her or not. In the scenarios where the opponent on offense has made that call, you can really get pummeled for running Caroline in your team composition.

Notable Synergies

 * Venus, Alice, Crystal - These are all characters that again, leverage team Restoration into a meaningful stat. I could mention Priscilla but really... don’t use Y1’s. Again, keep in mind each addition of a literature character puts you in greater danger of a team composition that favors disruption and damage.

Counters

 * The Sports Club – As I’ve said before, Literature club with healing skills benefit from characters that extend fights with no disruptive capability and pretty much every sports character fits that bill.

Countered By

 * Flora – Flora reduces healing done by Caroline. Your opponent can reduce Caroline’s HP swing from 20k to 15k, which is a worthy tradeoff if your opponent is using Flora. Maybe care a bit if you’re running full Literature characters with no Venus.
 * Alberta – I think it’s pretty telling that Alberta, time and again without fail shows up in the counter list. The better a character, the more value Alberta gets out of stunning them.
 * All the Arts club, except for maybe Fanny – Leverage Caroline’s low max HP and kill her as soon as you can.

Final Thoughts
Caroline has a decent attack and a utility skill in PvE, and if it comes down to running Caroline versus Una in my Water composition, I’d pick Caroline every time. In PvP, Caroline sometimes feels like she plays like another Elva where she’s consistent and predictable, but rather than producing pure damage, outputs both damage and a heal. The effective HP swing is approximately the same, except she both extends, and benefits from extending fights. I do like consistency on my offense, less so on my defense. She occupies the slot where I would usually run utility and/or disruption, and I’m less fond of running her in Position 4 or Position 1, where I’d rather place my Arts characters. Delaying a Literature skill for 3 turns just seems like suicide, so Position 2 is out of the question.

Is a 5 star Caroline worth the staggering price point she demands from a Step Up Summon? As much as I like her, it seems like a resounding “ehhh...” as answer. She does provide some leeway for your PvE content, but her lack of utility in PvP and vulnerability to disruption really don’t justify a pickup. If she wasn’t locked behind one of the most restrictive acquisition methods with doubts she’ll ever return to the game, her score would be 7/10.

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Availability
Cecilia is fairly available as a Y2 girl, though not as much as a few others like Jodie. You can obtain her from basic summon and step-up, but she is nowhere to be obtained in Story or frag exchanges. You will eventually max her even as F2P, but it will take a long while, most likely more than 4-5 months.

PvE
Cecilia is good in PvE, but... when it comes to Water Arts, you already have Elva, a Y3, given to you Day 7 of playing. Sure, you do can build and play her for fun or because you find her cuter, but when it comes to efficiency she can't possibly equal Elva. Therefore, Cecilia's only use in PvE is to assemble a full Water team in the beginning when you are lacking Y2 Sports/Science/Literature, but be aware that you will be lacking in HP and/or Recovery. The most decent you could assemble with both Elva and Cecilia, is using one Sports (Maggie/Ingrid/Winni) and one Literature (Crystal/Una) with them, so that you don't lack too much HP nor Recovery, which are her two weak stats. But even then, you will very likely have Jodie or Ellen as well, and they're a better fit than Cecilia in the team. There is nothing else to say: Cecilia's use in PvE is really limited to assemble your first full Water team, even if she's actually very good for Y2 standards. That's a matter of a good balance in stats in your team.

PvP
Cecilia is very decent in PvP. While building Cecilia makes no sense for PvE due to Elva, it is worth considering to play both in PvP, if not outright both in the same team. On the paper, Cecilia has the exact same skill than Erica, but with higher Attack, so she is more powerful. But in practice she will be way, way less useful due to taking considerably longer to evolve. So you should consider playing her in PvP only if you lack Y3 Arts who have at least 2 stars. Cecilia is sometimes seen in the regular arena, but she is mostly useful for tower purpose or for your debut in the Grand Arena. There isn't much else to say: Cecilia is as straightforward and simple as an Arts can be and there isn't any particular strategy or particularity to point out. Recommended spot in your PvP team Spot 1 or spot 4, depending on who your strongest Arts is. PvP synergies Elva - She will have a very high chance of dealing 25% extra damage on her target after Cecilia applied her debuff. If you place both in the same team, always place Cecilia in Spot 4 and Elva in Spot 4 so that Elva can benefit from that higher chance of dealing extra damage with her skill. Lucy - She can buff Cecilia's skill damage, and then benefit from Cecilia's debuff for her next regular attack. Counters Nothing in particular besides elemental advantage or general Arts usage. Countered by Chris - She is very likely to be found as opponent to Cecilia in all PvP modes, and she can singlehandedly negate the largest part of Cecilia's damage output.

Rating by Y2 standards
Despite being stronger than Erica, Cecilia's availability combined with her being completely overshadowed by Elva in PvE make Cecilia usually undesirable to build.

Summary and overall rating
Cecilia would have been way, way more useful if she were more available and Elva wasn't given to everyone on Day 7 of playing. The girl's excellent potential is completely wasted solely due to that, despite being actually very good. It's very fairly possible to play her very decently, no problem, but that's wasted resources. Therefore she's only barely useful as filler for PvP, which is sad. If you really, really want to make the girl happy, feel free to build her and allow her to ruin the world. She remains an adorable magical girl who does her job well and who deserves her senpai's wholesome love and some warm headpats.

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Availability
Chris is one of the most available Y2 girls. You can obtain her from basic summon, step-up, arena exchange, in Story Hard chests and you can farm her frags in some Hard nodes. However, due to her availability in the basic summon pool and the step-up, as well as her general usefulness, it is not advized to obtain her fragments in the arena exchange or to farm her specifically. You will eventually max her even as F2P, although it will still take a few weeks or months.

PvE
Chris does her PvE job well, very well. She does exactly what you'd expect from a Sports girl: bring in HP as well as a very powerful skill that will help you tanking a lot at the critical moment. She may be the only Lightning Sports of Y1 and Y2, but she still does an excellent job for Sports standards. Even though Amy is a straight upgrade from Chris, you will probably need to play both of them in your Lightning team for a while, until you have more than 4 Lightning girls. Even then, Chris's skill will still deal more damage than Amy's and will do a way better job at reducing damage solely due to her having more stars. So you will probably prefer Chris over Amy for the sake of having an easier job for the "End mission with an attack skill" star requirement. But not for the Energy Boss: Amy's higher stats will make up for it on the duration of the battle. Besides that, there is not much to say. Chris is just powerful, straightforward and easy to play.

PvP
Chris is one of the most useful Y2 girls for PvP purposes. You will most likely use her in your debuts in the regular arena, but you will probably switch her out quickly for Amy. Given the amount of stars you will have on her, she will definitely play an important role in your tower teams as well as in your beginnings in the Grand Arena. It is worth noting that a Chris 5 will remain slightly better than Amy 1 just because of her skill, even though her stats are slightly lower. As her skill suggests, Chris is specialized in nerfing the Water damage received from your opponents. Which is neat, since Elva is omnipresent in both arena and Grand Arena. You may also encounter teams that use Lucy as well. If both are found in the same team, Chris will more or less contribute to the victory by a large margin. However, due to the nature of her skill, Chris suffers from being rather easy to "dodge" when she's found in a Defense team: all your attacker needs to do is to attack you with Arts who aren't Water type, like Giselle. Overall, given how available *and reliable* she is, Chris is very common in the beginnings of arena, tower and Grand Arena. You will have to acquire a good understanding of how she works if you want to get a decisive edge over your opponents. Recommended spot in your PvP team In a Defense Team, preferably in spot 2, since the potential attackers will try to dodge her skill anyway. She will still be able to nerf Water Arts skill damage wherever they place them, so that's better than nothing. As attacker, it is preferable to place Chris right in front of your "targetted" girl you want to nerf, or the spot before. For example, if Defense Elva is in spot 4, you will need to place Chris in spot 3 to nerf both Elva's regular attack and skill for 100% of the battle. PvP synergies Kirara - Not only Kirara deals a fair amount of damage herself, but she also increases the Lightning damage taken by 2 opponents, which gives Chris a small chance to deal a bit more damage. But since Chris is Sports with low attack, that will actually make little difference. Nydia - She buffs the attack of all Lightning girls in your team. That in itself is already way better and more consistent than Kirara, but Chris and Nydia pair fairly well in a starter heal team that uses Chris as tank. Fire teams - When using Chris as a tank, you can safely use 2-3 Fire girls in the team to protect them from Water damage. Counters Elva - Chris works very well against Elva, but only to some extent. Elva's damage will be nerfed heavily, no problem. But since her skill avoids Lightning, she will at least avoid attacking Chris herself with her skill. So do take into account who Elva might be hitting in your team, instead of Chris. For instance, if you use Chris to cover 3 Fire girls, Elva will be *guaranteed* to hit one of those with her skill. So do take into account the 25% elemental advantage Elva will have, even if you nerf her by 40%. Lucy - She is frequently used alongside Elva to amplify the damage, she does relatively decent damage for Science standards. Using Chris to counter Lucy alone isn't that great an idea, but she will kill two birds with one stone if you see Lucy and Elva together. Cecilia - Chris will reduce Cecilia's damage output down to a misery, with no downside. Cecilia is clearly not that common, but you will probably meet her here and there in the Grand Arena or Tower. Countered by Water free teams - In particular, it is easy to go around a Defense Chris by merely playing without any Water as attacker. Camille - Further than just having elemental advantage and being unaffected by Chris's skill, Camille might be fatal to you just by hitting your Chris who is very light in HP compared to a Y3 girl. Luna - She is an even bigger threat than Camille solely because she is very, very likely to hit Chris with her skill, and trigger even further damage ouput for doing so.

Rating by Y2 standards
Chris is a very decent Y2 unit, no doubt about it, and you will want to build her a bit before having access to more serious stuff, such as Amy. While technically on par with most Y2 when it comes to her abilities, her being offered to you right in the beginning and penty of fragments given in Hard story makes her more useful than average.

Summary and overall rating
Chris is the one newbie friendly girl who is often mis-appreciated despite being arguably the very best girl given to them, roughly ex-aequo with Erica. It will take you a while to get her to 5 stars to unleash her true potential, but she will accompany you for a good while nonetheless, even if you have Amy. Because it does take time to build her properly until 5 stars, Chris sadly cannot be rated as well as Ingrid, who has the exact same skill but can be evolved to 5 stars faster. If you're a paying player or evolve Amy rather fast for some reason, you may skip building Chris. A beginner may think that Chris is just "meh", but she's actually excellent when used correctly. If you give her a bit of trust, the *adult* magical girl will show you that she can do more than just being flat chested and suck lollipops, such as awesome victories in PvP. She even does her best when it comes to seduce you in her poses, even if you may not like it.

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Availability
Considering she only returns once a year thus far, I guess her availability isn’t the greatest. Though you can save event summon tickets to grab her around the Christmas period.

Stats
As a Y3 Literature club character, Christina has the one of the worst stat spreads for her year. Her stats are probably the most botched combo out there, shit tier HP and attack, and in exchange she gets an extremely high amount of recovery that she makes absolutely no use of herself, she needs another healer or recovery user like Caroline or Halloween Witches to use it.

PvE


Due to her stats being pretty useless outside of recovery, she’s not the greatest pick. Though in my opinion, bringing her to later stages when you’re already decently stacked on HP and dmg from fire Sports units and Giselle respectively, she can be useful to bring a bulk amount of healing if skills aren’t allowed on the stage. Her skill is pretty specific towards fire girls, since it specifically increases the damage of two fire girls, but you will most likely use a full fire team when using Christina in PvE, this can be pretty helpful against high HP bosses even if the buff is chosen randomly between the girls.

PvP on Offense


Very solid since she got buffed back in Christmas 2020 (Her ability got buffed to 28% when she’s 5*). Anything below 5* means she’s basically useless though. As for how good it is, she basically mops the floor with any PvP team that stacks too much HP with little damage, she also excels against awakened teams since those tend to have a lot of HP from awakenings. She might not be an especially dedicated damage dealer or healer, but she definitely does a fine job of being a decent to very good mix of both. When awakened she further improves upon her spot in most regular teams, since she then gives out a long attack buff to any non-Literature unit on your team, which means she’s very useful with 2 high damage Arts units that deal the brunt of their damage earlier than turn 10/10/12 (sorry Camille, you can only profit off this buff when Christina is max awakening).

PvP on Defense
Pretty much the same as on Offense, though you’ll be met with Alberta who will ruin your entire day if she stuns Christina, basically making you lose the game since Christina without her ability is basically a lost spot.

Notable Synergies
(When awakened):
 * The Arts club: her long lasting damage buff is super good on everything that relies on dealing damage.
 * She also fits in a Literature team, though she is not especially useful outside of being a statstick and helping deal damage and keeping your health up.

Counters

 * Flora – Christina’s heal doesn’t give two shits about her own restoration, why would she care if Flora reduces it?
 * The Sports Club – Christina takes the Sports Club’s HP and smacks them over the head with it slightly harder than if they happened to be a character from another club. They also don’t do a good job of killing people fast, so Christina’s low HP appreciates that too.
 * High HP teams in general – Any team with 2 Sports units can generally be easily dispatched with Christina and 1 Arts character since Christina will be dealing around Arts level damage anyway. And she does a great job against teams with awakened girls due to their high increase in HP meaning Christina can deal a great amount of damage against them too.
 * Teams with a lot of damage reduction – Margaret and Geneva teams, she just doesn’t care about damage reduction, only about how much HP your enemy has.

Countered By

 * Lower HP teams – Most notably Literature teams, you won’t deal much damage, and you generally won’t be able to outlast a proper one with just a Christina, a Sports unit and 2 Arts units.
 * Alberta: for obvious reasons, but Alberta counters pretty much every character in the game by denying their right to use their ability, Christina suffers especially hard because outside of her ability she’s nothing, even a first year Fanny could contribute more than an ability-less Christina.

Final Thoughts
In short, Christina is a very versatile and useful unit able to easily dispatch high HP teams, definitely worth grabbing when she’s back on Christmas.

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Availability
Christmas Devils is available only once a year around Christmas, first as step-up summon in 2020, then as Revival Summon the next years.

PvE
Christmas Devils is the best Water Sports that you can find in PvE. Contrarily to Winni, her skill mitigates incoming damage consistently, including skill damage. Christmas Devils is arguably the very best Sports in the entire game for PvE content, thanks to her HP stat being the very highest, her skill having the highest mitigation and not being tied to any element. She is usable in both Fire stages as well as the multi-element stages in very late PvE chapters (beyond Chapter 18). Unfortunately, the difference in efficiency between Christmas Devils and Winni isn't enough to justify building Christmas Devils solely for PvE, unless you're really looking for a reliable girl for very late Story chapters beyond Chapter 18. Until then, Winni can do the job too, and she doesn't require a step-up summon or event tickets.

PvP
Unfortunately, Christmas Devils isn't as powerful in PvP as she is in PvE. Or rather, she is powerful, but her drawbacks are particularly problematic, making her fairly inconvenient in a lot of situations. Christmas Devils' skill allows her to taunt attacks, but contrarily to Haley and Zoey who attract the element they're strong against and repel the element they're weak against, she attracts absolutely every attack (and debuff), whatever the element, and then applies a damage reduction to it. In practice, it means that Christmas Devils will effectively guarantee to be the targetted girl by regular attacks as well as one of the targets of a multi-target skill, to then reduce the attack's damage. She will also be one of the targets of debuffs, which can be very convenient or very probematic, depending on the matchup. When it comes to the damage reduction, at 5 stars she will mitigate all incoming damage by 20%, which means that even Lightning will only deal very slightly higher damage than normal. Christmas Devils is playable both as beginner (mostly the elemental advantage at 1 star) as well as an endgame player, but her skill's quirk will make it difficult to use. If you use her correctly, she will bend the match in your favor, but if you use her incorrectly or randomly, she will do the opposite. You can use Christmas Devils in all PvP modes: arena, tower and Grand Arena. As already stated, due to her attracting debuffs, you need to be very careful with how you use her. It leaves her open to many, many potential counters. Most noticeably, Christmas Devils is very susceptible to damage increasing debuffs: a first opponent will apply the debuff on her, then the next one will land a guaranteed hit on her. She wlll also attract Giselle's burn, which is lethal to your team, or Alberta's stun, which can be good or bad for you depending on her position. Overall, Christmas Devils is a good unit, but she needs good knowledge and mastery of the game mechanics for you to use her properly. She is therefore more fit for experienced players, even though she can be used by beginners as well. Awakening PvP passive Decreasing the damage dealt by Art opponents even further allows her to negate a part of your opponent's main damage output, especially when she taunts attacks toward herself. This is particularly useful to build extremely tanky teams. It is also worth mentioning that this passive is quite powerful, making Christmas Devils particularly tanky (even against Lightning Arts) at awakening 2 and awakening 3. Recommended spot in your PvP team In a Defense team, Spot 2. If you don't place her there, your attackers will turn her taunt against you and inflict her with debuffs as well as powerful Lightning skills. As attacker, Spot 3 is often a good idea, unless there is a skill she needs to avoid as much as possible, in which case you need to place her in Spot 2. PvP synergies Geneva - Using Geneva and Christmas Devils together allows you to provide your entire team with an extreme damage reduction. Heal teams - Thanks to her extreme HP and damage reduction, Christmas Devils is an excellent Sports to use in a heal team, as the healers will have less work to do to regenerate the team's HP. Venus - You can use Christmas Devils to attract problematic debuffs to herself, to then cleanse the debuffs with Venus. Wind girls - By attracting Fire attacks to herself, Christmas Devls will protect her team's Wind girls from being hit by the Fire attacks. Counters Arts - Christmas Devils is primarily designed to counter Arts. She will be mostly effective against their regular attacks. Alberta - With clever positioning as attacker, Christmas Devils will magnet a Defense Alberta stun's to herself and have it expire before it's her own tun to act. Typically, you will place Christmas Devils right in fron of Alberta as attacker. Fire girls - With the exception of Giselle, Christmas Devils is particularly effective against Fire due to attracting Fire attacks to herself and stacking the elemental advantage on top of her skill mitigation. Countered by Giselle - She is the #1 reason why Christmas Devils in Spot 3 of a Defense team is a bad idea. If Christmas Devils will decrease efficiently a small part of the direct skill damage, she will also attract the burn to herself, resulting in devastating damage to your HP. Luna - Since Luna deals slightly more damage overall by striking a non-Lightning girl with her main skill strike, Christmas Devils will actually allow Luna to be at her maximum efficiency if there is also a Lightning girl besides Christmas Devils. Violet - Christmas Devils will both be turned to Fire element and become the target of all follow up Water attacks, since Violet is used along other Water girls. Clara - She will be guaranteed to clear Christmas Devil's damage mitigation buff. Freya - Her debuff will outweigh Christmas Devil's damage mitigation and elemental mitigation combined. Sylvia - Her single target debuff will always land on Christmas Devils, priming her for a huge 40% increase in Wind damage, opening her up to a devastating attack like Camille's. Heal teams - They don't care about Christmas Devil's taunt. She's just a Sports, and as such she is weak against heal teams.

Summary and overall rating
Even though she is clearly the very best Sports for PvE purpose in the entire game, Christmas Devils is far from being the best Sports overall due to the overwhelming list of potential counters she can meet, making her difficult to use as attacker, and barely usable to mitigate regular attacks as Defender. That doesn't mean that she is bad either: only that you will require a fairly good amount of knowledge and practice to play her correctly. You will most likely make the best out of her as attacker, while her efficiency as Defender will lie mostly in mitigating regular attacks, unless you've awakened her high enough to help at tanking skill damage very well. Do you prefer sadistic girls or masochistic girls? If the answer is "yes", then Vampire Queen and Abyssal Warden will gladly offer themselves to you for Christmas to play both roles in your battles. And probably for the battle after the battle as well. At your own risks, because they're both demons. At least they know how to inflict and endure pain erotically, and that's probably why you'd pick them.

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Clara
Currently No Review

Availability
Clara is available through Arena and Monthly Carnival Exchange. A 10/10, since Arena points aren’t hard to come by with a decent ranking, and has 0 reliance on RNG.

Stats
As a Y3 Science club character, Clara has above average stats – good damage, good HP, okay Recovery.

PvE
As with all science characters, I enjoy good attack and HP, so I’ll be hard pressed to remove Clara from my team based on her raw stats alone. However, Clara’s skill isn’t all that much to be impressed about. The initial damage it deals is near negligible, and her poison ticks after the enemy has gone. While it has the total potential to deal large amounts of damage, its dependent on 1) having multiple enemies on the turn you use the skill, 2) that those enemies are alive for multiple turns, and 3) that you survive the crackback damage from leaving those enemies alive. The incidental damage is better than some other characters skills that do nothing, but I wouldn’t ever judge it by “Wow, 9x multiplier damage targeting all enemies!” simply because I aim to close out stages in a mission within 1 or 2 rounds. It’s also important to note that the damage over time effect isn’t boosted by amplification skills like Alice or Sylvia.

If the last enemy dies to Clara’s DoT, it does trigger the End Mission with Skill achievement, but if the option exists, you’re more than likely to utilize a character like Rayna or Camille with a skill with frontloaded damage to achieve that effect.

Despite her skill, she will probably play a core role in your PvE content from her status as the only readily available Y3 wind unit.

PvP Damage
Note: I’m going to have to break down the PvP score breakdown differently because Clara’s a real grab-bag of unusual effects.

At all evolution levels, Clara simply can’t be considered for damage. She effectively has a 1.1-1.6x attack multiplier on skill use, but the full damage potential is only realized a full 5 turns after skill use, while letting the defender fire off their attacks/skills. She cedes so much of the advantage being on the offense provides I would pretty much never consider her. She’s sort of the flipside of Alice where she deals damage instead of heals, but skills that rely on waiting 5 turns plus letting defense act just to get the best of a mediocre damage effect isn’t something that I like at all. To put it this way – at max evolution, it takes her skill a full 3 turns to deal the damage same amount of damage she would have dealt if she had performed a basic attack instead – all the while letting the enemy have turns in the meanwhile.

You simply don’t run Clara for good damage. On the defense, she can tie in scenarios where the poison drops the offense to 0 on the same turn, but a character that frontloads their damage on skill effect would’ve achieved a win without risking a loss.

PvP Disruption
Clara only purges one effect; meaning if a character has a multiple effects, Clara will only remove one. Preliminary testing suggests Clara purges the oldest effect; so if true Clara really doesn’t have a way of removing one buff that follows another.

Against teams that don’t self-buff and/or your team debuffs + your positioning is incorrect.

At 1-3 stars evolution, Clara only targets one enemy for one buff/debuff removal (purge). Fairly inconsistent.

At 4-5 stars evolution, Clara targets two enemies for purge. The score here varies on how many self-buffs your opponent is running (see Counters).

PvP Damage Amplification
At 3 – 5 stars evolution, Clara adds a damage amplification debuff on 2 targets. At max evolution, it only grants a 15% damage amplification on 2 targets, compared to Lucy, who applies a 30% damage amplification on all targets.

Notable Synergies
None

Counters

 * Camille – Clara can strip Camille of a damage amplification buff, preventing incoming smashes.
 * Winni –Removing 2 out of 4 dodges from Winni really cuts down on her functionality.
 * Alice – Removing 2 out of 4 heals removes a lot of Alice's functionality as well.

Countered By
None

Final Thoughts
Clara is a PvE staple simply because she’s a readily available Y3 Wind character with a good stat spread, but I’d imagine her score is elevated because of that fact. I presume as more Y3 Wind characters are added into the game and I had to choose between them, she will be one of the first I would drop from my team if a better skill option shows up despite her stats.

Clara’s PvP performance is a real grab-bag of unusual yet mediocre effects. Her poison and damage amplification effects are best used in position 3, whereas her purge effect wants her to be placed on 4/1/2. She’s easily one of the most position dependent characters because of her symmetrical purge effect. Expect to use and/or face her because she’s one of the consistently available Y3s, but she’s definitely not fulfilling the all-star role in team compositions.

Plays a core PvE role by virtue of the lack of available wind girls, and a fairly niche disruption or damage amplification role in PvP

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Availability
Crystal can be acquired in the arena exchange only, which makes her one of the most accessible Y2 girls as well as a priority expense of your arena exchange currency. Crystal can be evolved up to 5 stars relatively quickly if you are decently well ranked in the arena. It will take much longer otherwise.

PvE
Crystal is good in PvE. Not absolutely great, just good. She does her job of healer rather well by having an average Recovery (for Y2 standards) as well as a skill that is very convenient and efficient. The skill cooldown is only 3 rounds, she gives a decent heal burst, deals damage and buffs the party's damage: she's an all-in-one healer. That being said, don't expect as much efficiency as Alice when it comes to keep your team alive. But that doesn't mean that Crystal is bad: she simpy heals when you really need it. Just like Alice, Crystal isn't an absolute necessity. But for different reasons. First you may obtain Una sooner or later, or even Caroline, as far as Water Literature go. But you can also not use any Water Literature unit and field in several Water Science very decently, such as Jodie, Ellen and Lucy. Ellen in particular is able to generate heal pills with her skill, though it is more difficult to use. So really, you may skip Crystal entirely when it comes to your Water PvE team.

PvP
Crystal is the #2 Y2 girl who is the most used in PvP, after Alice. Her skill is practically the same than in PvE, at multipliers near. Just like Alice, Crystal's healing is proportional to the addition of two girls Recovery, which means that it's way stronger when applied to a Literature girl. In particular, it's even stronger when used on (awakened) Y3 girls like Venus or Caroline, who sport some of the very highest Recovery stats in the game. In other words: the stronger Crystal's team mates, the stronger her heal is. And that is why she is used in most heal teams until mid-game, even alongside awakened girls: it allows one to benefit from a very, very strong healing without building an actual Y3 girl in Crystal's stead. However, she differs from Alice in that she has an overall lower healing, in exchange of dealing damage herself. Therefore, Crystal is more fit to be used as attacker than Alice, especially when we consider some particular synergies. That doesn't mean that your team will necessarily have enough firepower to defeat a defender heal team. It is advised against using Crystal in your arena defense team: your attackers will usually have enough firepower to gather in only 4 girls. You can use her as attacker however, if the defense team you're attacking is fit. You can also use Crystal in the tower for easy lower stages clearing. But the one place where Crystal truly shines is the Grand Arena. Since everyone has to use 3 teams of 4 girls, it is way more difficult to keep everyone evenly trained, and therefore to have enough firepower to defeat 2 teams out of 3. Crystal will mostly be used in an attack team to be able to beat other player's heal teams, which Alice cannot do. But you may still use her in your Defense team too: it will usually not be as effective as using Alice, but that's still very decent. Long story short: Crystal is a PvP goddess among Y2, for being able to assemble a competitive heal team at a minimal cost. Recommended spot in your PvP team Spot 3, unless you also use Alice, in which case you should place her in spot 4. PvP synergies Venus, Caroline - The two queens of heal teams provide a huge healing burst with their Recovery. Caroline, in particular, will also benefit from Crystal's buff to Water girls for an even bigger damage output. Alice - Even if they're usually compared, Crystal and Alice team up very well. Taylor - You can use her at a beginner level if she's 4-5 stars. Sarah - She can be used at a beginner level too with 4-5 stars. Contrarily to Alice, teaming Sarah with Crystal is safer, since Crystal does deal damage. But that combination remains dangerous nonethless, as it puts you at risk of a loss on stalemate (reaching round 40/40) as attacker. So be careful at what you attack if you use both Sarah and Crystal as attacker. Vivian, Una - They are generally regarded as inferior, but their high Recovery compared to Y2 standards may still make them preferable to a Y2 girl when teamed with Crystal. Counters Low firepower classic teams - In particular, anything that doesn't have 2 Arts will have a hard time to beat a proper defense heal team with Crystal in it. Low firepower heal teams - Unlike Alice, Crystal is fit to take on Defense heal teams by trading a bit of healing power for a higher damage output, which allows you to remain at high HP while chipping away the defender's. Countered by Flora - Since Crystal's heal power is directly tied to the team girl's Recovery, Flora will cripple Crystal's healing. She won't reduce her damage output though, so Crystal is less susceptible to Flora than Alice. You usually will never see a proper Flora in any attacker team though. Alberta - An attacker Alberta (whatever the amount of stars) placed right in front of your Crystal has 25% chance to paralyze your Crystal, effectively annihilating both your heal burst and your buff to Water girls attack. Jessie - She is usually never played in PvP, but an attacker Jessie placed right in front of Crystal has a 50% chance (!) to delay your Crystal's skill by 4 rounds, effectively demolishing your healing setup Raw firepower - Crystal herself has very little HP, so it's possible to deal critical damage to her team with sheer strength before she can even trigger her heal burst.

Rating by Y2 standards
A lot of players promote their Crystal 5 up to promotion 9-10, sometimes above, for a good reason. She is extremely powerful in an appropriate PvP setup, for a way smaller cost than a Y3 girl. She is also the only (proper) Y2 Water Literature to use in PvE (Giselle Babydoll is very usable too, but not available), and a Crystal 5 is even preferable to an Una 1 for PvE as well.

Summary and overall rating
Crystal is the #2 Y2 girl to be built in the game. Even Erica doesn't compete against Crystal's usefulness. And contrarily to Alice, Crystal is F2P friendly, as long as you are ranked well enough in the arena. She will also be more versatile at the cost of being less effective in Defense, which remains a great quality nonetheless. As such, Crystal is a must-have for F2P players who want to build a heal team in the Grand Arena or for tower. She may even be a priority over Clara as far as arena expenses go, depending on who you need the most. If you're a happy owner of a wonderful Crystal 5, congratulations! But don't expect her to carry you forever: you *will* need to think about switching to a full Y3 team for PvE later on, solely because her stats will play against your survivability. The same goes for PvP: you will need a proper (awakened) Y3 to take her stead for endgame purpose, even if she can do the job decently until the Grand Arena is swarmed with Awakening 1 girls. Crystal will often be criticized by stronger players because they play in a meta full of extremely powerful Arts who will eat her whole. But as a more modest player, Crystal will prove that it's possible to be a fearsome Y2 by folding the battle into origami with the weight of her knowledge... and boobs.

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Availability
Elizabeth is available through Memory Boxes, Secret Store, and Basic/Event/Step Up Summon. Unfortunately, unlike the base Y2s in basic summon that were here at the start of the game, Elizabeth is not available via General Store for coin purchase.

Stats
Y2 Science club characters kind of fit the true neutral stat spread; average stats across the board, and Elizabeth is no exception.

PvE
For PvE content, Elizabeth is 100% a budget Alberta in every single way. She has weaker stats and produces 2 bolt runes as opposed to Alberta’s 3, but more of an amazing effect is always welcome.

Running both Alberta and Elizabeth at max evolutions means you can reliably generate 5 bolt runes, and a max of 8 (with an assisting Alberta) in a single turn for those levels that demand a combos for achievements or ones with a combo shield boss. If you are, just make sure you have enough lightning runes on board to transform.

PvP on Offense
Take my evaluation of Elizabeth here with a grain of salt, because I’m still trying to wrap my head around her bleed effect and how good it might be. From what I gathered, neither Alice’s nor Una’s skills do not count as direct healing. The only characters I’m aware that possess a direct heal are Caroline, Christina, Crystal, Priscilla, and Venus. Only Christina and Crystal can heal characters other than themselves, and they can only heal characters at random. Coupled with the fact that running any of those characters incurs a HP cost as already stated in previous reviews, it is likely the Elizabeth’s bleed won’t be removed in most teams. Because the bleed persists indefinitely, Elizabeth wants to be run in teams that stall. Like Clara’s poison effect, it’s a shame damage over time effects tick at the end of turn, causing the effect to always be a round late, and as always, ties don’t favor the attacker. The damage dealt by the bleed acts as a quasi-reflect almost on par with Amy; at 2x 10% damage, she will effectively return a basic attack’s worth of damage to the opponent every 5 turns. Additionally, her second skill activation has a 83% chance of adding another bleed on at least one of the two remaining characters, meaning she will begin outpacing Amy in terms of damage ‘reflected’.

I’m willing to speculate that Elizabeth’s effect might be one of the most powerful among Y2’s because it scales based off of how good your opponent is. If she weren’t a Y2 I’d be a lot happier experimenting with her kit a lot more.

PvP on Defense
As always, being a Y2 has significant stat drawbacks and it’s highly unlikely she will ever play a role at the highest arena ranks. However, I’d says she’s one of the better Y2s to field on defense if you’re lacking other arts or Y3 characters.

Notable Synergies

 * The Sports Club – As mentioned before, her bleed effect lasts indefinitely unless removed by a heal – meaning taking fights to 20ish rounds means she’ll have dealt 2.4 times the basic attack back to the enemy.

Counters

 * The Arts Club – The more arts characters the opponent fields, the better Elizabeth is at pushing out damage. Just make sure she’s adequately covered by enough stall effects to let her bleed take hold.

Countered By

 * The Literature Club? – As I stated earlier, I don’t think the current cast of literature clubs really counter Elizabeth’s bleed effect very well due to a lot of them being self-target or random target heals. I guess Elizabeth is weakest against triple/quad lit compositions where each character covers herself.

Final Thoughts
Elizabeth brings solid effects to both PvE and PvP. If the devs ever implement a way to ‘graduate’ Y2’s into Y3’s as is commonly suggested, she’d be one of, if not the highest on the list I’d bump up. Pleased with her kit for both aspects of the game all around.

A character I’d happily slot in for PvE content in the absence of Y3 lightnings, and a powerful effect for mid tier PvP.

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Availability
Ellen is fairly available as a Y2 girl, though not as much as a few others like Jodie. You can obtain her from basic summon and step-up, but she is nowhere to be obtained in Story or frag exchanges. You will eventually max her even as F2P, but it will take a long while, most likely more than 6 months.

PvE
Ellen is raw stats before everything. Since she has the highest growth rate in the game, her stats become very close to a Y3 at higher levels. That alone makes her useful enough at all evolutions levels, without even considering her skill. At level 60 and with identical evolution and promotion levels, Ellen is about 10% stronger than Jodie. That gap widens even more later on. If raw stats is all that matters for you (because one can use a skill only once in a while, or because you're even forbidden from using skill as a star objective), then choose Ellen for PvE over Jodie without any hesitation. But if you start considering the skill itself... this is where Ellen's case gets tricky. Ellen is really an UFO for Science standards: she's somehow trying to do the job of a Literature girl whom you will have in your team anyway. And she does so in a tricky way: it is not easy to get the heal pills to pop when you need those. You have to activate the skill right in the beginning of the round, pray that you clear enough Water runes during two moves to then be able to use them in the 3rd move. Is it good or bad, better or worse than just increasing the damage dealt to the mobs like Jodie does? Up to your taste. In that sense, Ellen is the straight up opposite of Jodie: difficult to use, but rewarding if you manage to play the rune board skillfully, as you get a girl who has both higher stats and a skill that allows you to slot in an "extra healer" without resorting to a second Literature. Many, many players will hate Ellen for that skill and label her as garbage just for that. But don't forget that she has higher stats, and that a skill can be used only once in a while.

PvP
Now this is where Ellen is usually criticized. Ellen's ability is, on the paper, the very worst in the entire game. Even worse than Phyllis. Shackling herself with an opponent while getting additional damage to herself is very stupid. That alone means that her ability is intended to allow the fight to be extended. In other words, Ellen is mostly supposed to assist in a heal team. And her stats do help at it, since they are way higher than the normal of Y2 and balanced between Attack, HP and Recovery. But even then, that simply will not be as good as just fielding a classic Science. However, Ellen can actually be played very decently in one very specific setup: you can cleanse her self-inflicted debuffs with Venus, which leaves only the opponent shackled, while Ellen is free to move (and also without any damage increase if Venus cleanses more than one debuff off Ellen). And then Ellen's skill becomes very handy. However, since Venus cleanses the oldest debuffs first, you have to make sure that there aren't too many debuffs on your team before Venus kicks in. That being said, if all you want to do is to paralyze someone, Alberta can do just the same. And Alberta is a Y3 who can be awakened. Recommended spot in your PvP team Use Ellen in spot 1 with Venus in spot 2, to have the highest chance to paralyze anyone. PvP synergies Venus - As already stated, Venus is pretty much mandatory to use Ellen in PvP. She will cleanse Ellen's self inflicted debuffs, while the opponent will remain shackled. Venus 3 is needed to cleanse the self-damage debuff on top of the shackle effect. Alice - Even if Ellen is shackled together with an opponent, Alice's healing buff will tick in the meanwhile, which does can contribute to negate Ellen's self inflicted debuffs to some extent. Counters Iris and Camille - With a bit of luck (25% chance...), Ellen may shackle Iris or Camille, effectively preventing them from unleashing their devastating attack. Alberta remains a preferable option to do that however. Clara - Since Clara purges both buffs and debuffs on her opponents, you may place Ellen right before Clara in an attempt to have her clearing Elen's debuffs. Not very advisable though. Solo teams - Be careful not to send a girl alone in the tower when there is Ellen in the defense team: she will paralyze your girl almost permanently. Countered by Nobody in particular.

Rating by Y2 standards
Players will usually prefer Jodie over Ellen, and Jodie is a tad bit more available as well. Add to that the fact that Ellen requires player skill for PvE and clever tricks for PvP, and you get a girl who is usually undesired beyond her unequalled stats. She is usally not worth being promoted further than promo 5-6, unless you do intend to level up very high to reach near-Y3 stats without actually having worthy Y3 girls.

Summary and overall rating
Ellen needs ninja knowledge and skills to be able to draw her full potential. Sadly, newer players as well as a fair amount of older players don't have the said ninja skills. Or patience. Being a rock solid stat stick for PvE won't save Ellen, because one might as well use Lucy if all you want are stats on a Y3 Water Science. One might as well use Alberta is what he wants is to paralyze an opponent. Or just play Jodie because she is way more versatile and way easier to play. If you really want to use your beloved kunoichi in PvP, do use her in a heal team along with Venus. Otherwise, leave her under the kotatsu. Ellen's real only remarkable feat is being able to reach near Y3 stats while having Y2 availability (and cost to promote). Or to be able to enlarge her own boobs, but that doesn't help in combat.

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Availability
Elva is available in Memory Fragment Boxes, Basic Summon, Secret Store, Monthly Carnival, and when applicable, Lucky Wheel. She is also farmable (at the time of this review) from Hard Stages 8-3 and 12-3 (and 14-2), and is a chest reward in Hard Chapters 10 and 14. Other than her status as a Y3, you will eventually max her if you play long enough.

Stats
Damage first, HP second, irrelevant Recovery is how I generally like my characters, and as a Y3, Elva brings the best stats spread to the table. She is the weakest among the Y3 Arts characters, but that’s hardly a distinction when her damage is still miles better than any other non-arts/non-Y3 character.

PvE
Like Camille’s evaluation, Elva’s status as a Y3 Arts character ensures she’s effectively a permanent fixture in my water teams. The sooner you pick off enemies and close out fights, you either eliminate the need to stabilize at all, or reduce the number of turns you’re spending trying to stay afloat. Additionally, her skill gives her the ability to turn Lightning element runes (not Bolt special runes) into water damage, so her ability provides dual purpose in guaranteeing consistency and providing a modest to large damage boost. Her skill doesn’t provide any functionality outside of damage, but I don’t ask of Arts characters beyond that.

PvP on Offense
Elva is about as vanilla as an Arena character gets. She’ll lay down solid damage and has higher than average HP for an Arts character so she can take a few hits in turn. She isn’t particularly vulnerable to disruption because her damage output isn’t heavily biased towards either her basic attack or skill use, so she will generally be more reliable even when facing down an Alberta and/or Winni. Additionally, her skill won’t ever target a lightning character, so you can be sure she won’t be hitting for elemental disadvantage. However, I generally don’t care entirely too much about elemental advantage/disadvantage in arena, and it only marginally plays a role against pure lightning/fire compositions. Unlike Juliana’s skill it does NOT prioritize its elemental weakness (Fire), it only avoids selecting lightning characters.

As stated in Stats, she does suffer from having the weakest attack stat of the Y3 Arts. In the best of team comps, she generally plays the role of off-DPS, rather than being the solo star that Camille, Giselle, or Mina can be. That does mean she generally doesn’t kill herself on Amy.

PvP on Defense
Unlike most characters, Elva is so vanilla she performs as admirably in Defense as she does in Offense. No buff/debuffs or damage over time effects, just damage when it’s her turn, and unlike Literature club characters with heals, her HP is loaded up front. Like on offense, while she can be disrupted by Alberta or Winni, it doesn’t make or break her performance to the same degree as other characters.

The problem with Elva is that she’s definitely not best in slot – and with her consistency being what it is, it’s easy to read her damage output and outpace her.

Notable Synergies
None

Counters

 * Zoey + Triple lightning comp – Zoey may avoid Elva’s basic attack, but she’s still going to get poked by Elva’s skill, and it’s going to hurt pretty badly.
 * Literature club – As the weakest of the Y3 Arts, Elva probably won’t outrace 3 to 4 healers by herself, but she is definitely added on as a 2nd or 3rd damage source to help overcome the heals. Still, the worst of the best still numbers among the best.
 * Sports club – Elva will chew through the sports club at a faster pace than they can in return, and there aren’t any that specifically stop her from doing so.

Countered By

 * Grace + Triple lightning comp – In the same vein, Elva’s going to hit Grace 100% of the time with her skill, and a lightning character 75% of the time on basic attacks, which heavily reduces her functionality, but that team comp seems to be begging to be countered in turn.

Final Thoughts
Barring some very focused investment in either Carnival for Giselle/Mina or Camille’s banner event, Elva will likely be the first Y3 Arts character you will have and/or come across as an opponent. Coupled with the fact she’s the easiest to obtain among the Y3 Arts, expect her at all stages of the game.

Elva produces extremely consistent damage, but isn’t the valedictorian in her weight class.

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Availability
Emma was available as the main prize of the Golden Week Sub-Space. At the time of this review, she is currently not available, but other non-crossover, Sub-Space exclusive girls have made guest appearances in subsequent Sub-Spaces. However, it’s important to note that although I’m fairly confident she will reappear in future Sub-Space events, it would be incredibly costly to 0-5* her outside of her primary Sub-Space.

Stats
Like Chris, Emma is a Y2 Lightning Sports – somewhat poor damage, fairly high HP, and extremely poor restoration.

PvE
I’m not exactly sure why there would be any reason to run Emma both Chris and Amy are both more readily available and fulfill the defensive role in PvE much better. Against mono-water stages, Chris provides superior damage reduction for all characters. Against mixed element stages, Amy provides damage reduction for all characters, in teams that are also generally mixed element. In any case, 25% damage reduction that only covers 2 lightning characters is about as irrelevant as it gets with two superior options for lightning HP sinks.

PvP on Offense
Emma is designed to counter Alberta, and counter her she does. The best way to counter Alberta is to run characters that don’t actually do anything, because that way Alberta doesn’t stun anyone useful. Sarcasm aside, for such a niche ability that only counters one character on a dreadfully mediocre chassis (because you don’t run Y2 sports unless you just started), she doesn’t even protect you completely from Alberta as her stun ‘dodge’ caps out at 70%. Also note that she does not retroactively remove stuns; she only prevents it. Seriously, if her ability is going to interact with (realistically) only one character, I would’ve expected at the very least full stun prevention, maybe a stun purge as well. But, Emma is what Emma is, and that is bad.

PvP on Defense
No, just no. Run Chris if you’re dedicated to losing by running a Y2 sports. At least Chris will be useful against an entire element.

Notable Synergies
None

Counters

 * Alberta???? – Not in the slightest. The opportunity cost of taking up one of your 4 slots with a poor character is too high a price to pay.
 * Yandere-chan – Yeah, Yandere-chan has a 10% chance to stun a character for a round at 5*. You can drop that 2.5% chance to stun to 0.75%... or you could just shuffle your team so the least important character is the only character that could possibly be stunned.

Countered By

 * The Arts and Literature Club – yada yada, I’ve said my bit on this before. Go read some previous character reviews as to why the generic Sports Club character negatively contributes against the other two.

Final Thoughts
Yeah, she exists for the lewds. I can’t imagine anyone who has the resources to 5* her actually has any use for her in-game. An absolute brick from head to toe and at least I don’t have to answer “is X character good” on a daily basis because she’s so rare.

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Availability
The game gives you Erica at 1* as part of the tutorial, and another 80 fragments are given the 7 day beginner login. Additionally, a total of 100 fragments are given in installments up to Rank 50 as part of the rank up rewards. Erica is available in Memory Fragment Boxes, Basic/Event/Step Up Summon, and General/Secret Store. Despite her status as a Y2, you should have her maxed out well before literally any other character in the game, barring some significant spending.

She is farmable from 5 hard stages: 4-2, 8-1, 11-1, 14-3, and 17-3, and 20 fragments are given as a hard achievement reward for Chapters 5, 11, and 16, but she should’ve been maxed way before you reach the harder stages.

Stats
Erica is a Y2 arts club character, so she brings the typical stat spread of high attack, average HP, and low recovery to the table.

PvE
Arts clubs characters are the primary component of my PvE teams, and I think it says a lot that Erica remains a part of my Fire team even after completed the chapters 15/17 content despite being a Y2. Dealing 3x target means she’s useful on trash mob stages by killing off weaker enemies entirely, and she’s useful on boss stages by applying a 25% damage amp on anything that survives her attack. At the time of the review, there are only 5 Y3’s for Fire element; I’m not about to bring either Christina or Info-Chan, so Erica fills in the last slot quite nicely.

PvP on Offense
I don’t put much thought into Element-based skill effects, though she obviously shines in the scenario where your opponent is multiple wind characters. Against generic compositions though, Erica’s effect only comes into play when Giselle is in P1 and Erica is in P4. Her score is almost entirely based off of the fact she alternates between a solid 1x and 1.5x damage multiplier hits every cycle.

As the game is determined to turbo players to a 5* Erica as quickly as possible, she’s a staple in every arena composition in the newer servers. Still, her position as a Y2 character does detract from her viability – the fact that Giselle at 1* outshines Erica at 5* is indicative of how much of handicap being attached to a Y2 chassis is.

PvP on Defense
Like Elva, Erica simply produces consistent damage without being too focused on either skill or basic attack. Like Elva, she suffers from the lack of utility other characters bring and isn’t best in slot. There’s nothing inherent about her kit that overcomes the disadvantage of being on the defense. Without the RNG factor, you will lose in the mirror.

Notable Synergies

 * Giselle – Giselle on P1 is the one character that would make me want to run Erica on P4. Erica’s debuff only affects 2 characters, but Giselle’s triple-target skill has 100% chance of targeting at least one character affected by the debuff, and 50% chance of hitting both. Keep in mind Giselle’s burn damage over time is not considered fire damage.

Counters

 * Literature club – Much like Elva, Erica probably won’t outrace 3 to 4 healers by herself, but she is definitely added on as a 2nd or 3rd damage source to help overcome the heals on literature heavy compositions.

Countered By
None

Final Thoughts
Erica definitely fulfills the role of bread and butter damage in early to mid-game team compositions due to the fact she will generally be everyone’s first 5* character. She doesn’t compare against the Y3 arts, which is the eventual transition when Mina and Giselle are available through Monthly Carnival.

The best of the rest.

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Availability
Evelyn is a Y3 available as event summon who will soon be added to the Basic Summon pool.

PvE
Evelyn is arguably the best healer in the game, provided that you are a proficient player. Her Recovery is the highest of all Lightning girls, which is excellent for the general rune board gameplay, but you will need to have a very minimum of skill in rune board management to get the best out of her skill. She provides a massive buff of damage output for the entire team no matter what, but you will have to create combos of 3 or higher during the round to generate some healing. Worth noting: the healing occurs for every move that has a combo of 3 or higher, but you don't get twice the amount of healing (or higher) when reaching a combo of 6 or higher. So Evelyn can effectively heal up to 3 times in the round if you used her skill first, for a grand total of up to 3 times 10% = 30% of your max HP. In general, you can expect to reach a 3 combo twice in the same round, for a very respectable 20% of your HP as healing. Overall, Evelyn is roughly (but not exactly) a massive upgrade from Taylor in her general design, as well as an overall better option than Little Reislin. However, less experienced players might still prefer Little Reislin because her skill doesn't require them to manage their runeboard.

PvP
Evelyn is excellent in PvP, but less "essential" to a heal team than Venus or Caroline. You'd typically choose Evelyn as the 3rd Literature to bring in your team to work with them. While her skill is strictly identical to Venus conceptually, Evelyn has higher Recovery, higher skill damage multiplier and higher skill heal multiplier. In other words: Evelyn is strictly stronger than Venus... when you don't factor in her awakening passive. Evelyn is therefore more fit than Venus for early and mid-game purposes, when you don't have access to awakenings yet, or when you barely start using awakened girls. But once you start having entire teams of awakened girls, Venus becomes way better than Evelyn solely thanks to her passive when it comes to your team's overall healing power. Just like Venus, Evelyn's skill is able to cleanse up to 4 debuffs in your team and she always cleanses the oldest debuffs first: that can be exploited by a potential opponent against you, which will be explained in the Counters paragraph. Due to being a new girl, Evelyn is mostly used by paying players for now, but it's safe to assume that she will be used just as much as Venus in all PvP modes (arena, tower, grand Arena) once she can be found in the basic pool and more players get access to her. That being said... don't use her randomly: Evelyn is largely suboptimal when used incorrectly. She may have some niche uses in classic teams, but you usually will use her in a proper heal team. Whether you're building a beginner heal team, or an endgame heal team, Evelyn will often be a part of it: a beginner will need her as a Recovery stat stick for his Y2 girls (her skill has minimal effect at lower stars), an endgame player will need her for both her Recovery and the full power of her skill. If there were one thing that could reproached about Evelyn, it would be that she can only shine in a heal team, therefore requiring specific team mates. But that would really be nitpicking. Awakening passive Evelyn's passive is the very reason why Venus is way better than Evelyn once awakened. While Venus has a very powerful passive, Evelyn's is mostly negligible in the majority of situations: it is advised against using Evelyn's passive to buff an Arts damage output, so the only girls (besides herself) who can make use of that passive reasonably are Geneva and Amy, since they can be used in a heal team. Recommended spot in your PvP team It largely depends on the team you put her in as well as your opponent. Unless particular circumstances, Evelyn is usually placed in spot 4 as attacker, spot 3 as defender, or spot 1 if you don't have Venus in there. If you're an attacker, place her in the spot after the one dangerous debuff that the defense team will apply, such as Giselle's burn or Geneva's damage reduction. PvP synergies Venus, Caroline - All 3 of them will feed each other with their Recovery to generate big numbers when healing. In particular, since Evelyn has a higher healing multiplier than Venus, she takes priority over Venus in spot 3/4 to generate the maximum of healing out of Venus's awakening passive. Halloween Witches - She's a perfect fit for all Literature girls, but contrary to Venus, an awakened Evelyn will not add extra damage output to Halloween Witches beyond her raw Recovery. Amy - Further than being a solid Sports to use in a heal team, especially when she's awakened, Amy will benefit from an awakened Evelyn's passive for a substantial increase in her damage output. Geneva - While not used in a heal team in all situations, Geneva synergizes very well with an awakened Evelyn thanks to her higher Attack stat for Science standards. Y2 Literature - She is a solid Recovery stat stick for most of the healing Y2 Literature girls. Ellen - Evelyn is able to clear Ellen's self inflicted debuffs with her skill, which makes Ellen a very viable Y2 girl at a high level (high level, not endgame) to drag the battle by paralysing an opponent without being paralysed herself. You need to place Ellen in Spot 1 and Evelyn in Spot 2 for maximum efficiency. Be careful not to cleanse too many older debuffs before Ellen's though. Counters Low firepower classic teams - In particular, anything that doesn't have 2 Arts will have a hard time to beat a proper defense heal team with Evelyn in it. Alberta - Evelyn can be strategically used to cleanse Alberta's paralysis, unless the paralysis lands on Evelyn herself. That allows one to protect girls with more critical skill effects (such as Caroline's), while only risking Evelyn's healing+skill damage. Flora - Evelyn makes Flora almost pointless against heal teams, just because she can remove the Recovery debuff for the entire party. Unless the attacker flooded you with another debuff before Flora's. Giselle - Evelyn can cleanse Giselle's burn, effectively reducing her damage output drastically at higher evolutions. Various other debuffers - Geneva, Clara, Lucy, Freya... Countered by Raw firepower - Evelyn herself has low HP, so it's possible to deal critical damage to her team with sheer strength before they can start healing. Lucy, Geneva - Evelyn cleanses their debuffs, but they are also used to flood Evelyn's team with debuffs in order to protect more important debuffs from other girls. For example, it is fairly frequent to flood Evelyn's team with Geneva's debuffs, and then burn with Giselle, making Evelyn unable to cleanse Giselle's burn. Unless you use both Evelyn and Venus. Delaying skills - In particular, when you have Evelyn in your defense team, some attackers will be tempted to delay their skills so that they activate after Evelyn's turn. Using self buffs instead of debuffs - In particular, some Sports and Science are able to increase the damage output of their own team instead of debuffing their opponent.

Summary and overall rating
Evelyn is an excellent addition to the game both for PvE and PvP. But sadly, because she's well balanced, she won't be able to dethrone the two "goddesses" Venus and Caroline in PvP. She remains very useful at both low and high stars, early game and endgame. Free players and whales alike will appreciate having her at least for PvE, while for PvP she can do an excellent job while waiting for Caroline's return, when not using the entire trio Venus+Caroline+Evelyn for massive healing power. Amidst the commotion of battle, you can hear one voice guiding their team toward victory. The gorgeous idol is here, actively destroying her opponent's eardrums with her powerful voice and megaphone, cheering her team mates, destroying your nose vessels with her powerful kawaiiness and moe moe kyun, cheering your heart. You have the duty to be Evelyn's best fan, best lover and to take her for yourself before filthy fanboys soil her!

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Availability
Just like every Y1 girl, the game will shower you with her fragments. You should be able to get her at 5 stars within 2-3 months even as F2P.

PvE
Fanny is Lightning Arts. That alone makes her useful for longer than Pamela, Phyllis and Priscilla for PvE content. Fanny will provide you with a raw attack power until you have access to more serious girls like Kirara, Elizabeth or the Y3 Lightning girls. And by "have access", we mean more than only 1 or 2 stars on the Y2 girls, because your Fanny will be at 4-5 stars way before those girls reach an acceptable evolution. In particular, you will be keeping Fanny around for a while solely for the sake of beating the Energy Boss, where raw attack is all that matters. However, if Fanny brings in decent attack power, as Y1 Arts she brings in one of the very lowest HP and Recovery in the game, so she relies on her team mates to do their own part of the job. As long as you are aware of that and balance your Lightning team's composition, you should be fine.

PvP
Just like Pamela, Fanny is a girl who has to be discarded away from your very first arena team as soon as possible. Which means when you get... Elva. So in all cases, she won't last longer than a week, since you will be given Elva for free after 7 days playing. In that way, Fanny is likely to be discarded away even faster than Pamela. Fanny has no place in the Grand Arena at all either, even if you lack arts: by the time you reach Lvl55, you will have enough half-decent Y2 and Y3 who will do a better job than Fanny. That being said, Fanny has the merit of being as straightforward as it could ever be when it comes to her skill: deal damage, with no cheap tricks to come with it. Recommended spot in your PvP team Usually at spot 1, since Erica will take spot 4. PvP synergies Nydia - You shouldn't use her in a classic team, but if all you have at spot 3 is Pamela and your Nydia is decently evolved (at least 3 stars), you can consider using Nydia instead to deal way more damage. Counters Sadly, Fanny doesn't really counter anything. She isn't fit to attack heal teams either, even if she's Arts: she still lacks firepower (and HP) to be able to take down even a very basic heal team. Countered by Hazel - Hazel isn't really played much in both the arena and Grand Arena, but she still has the merit to be able to nerf Fanny's damage output significantly thanks to her buff that protects her entire team from Fanny's attacks.

Rating by Y2 standards
While it wouldn't make much sense to compare Fanny to the other Y1 girls, it is more fit to mention that she sadly can't compete in usefulness against most Y2 girls. In particular, as Lightning go, she is roughly on par with Nydia and Elizabeth when it comes to general usefulness. Be it PvE or PvP, you will discard Fanny rather quickly.

Summary and overall rating
Fanny manages to be rated better than Pamela and Phyllis mostly because of her ability to make the Energy Boss an easier challenge and because evolving and promoting her contributes to useful bonds. But beyond that, her impulses to swing her ban hammer like a gorilla, with an absolute zero intelligence, zero HP and zero Recovery will play against her compared to what even mediocre Y2 girls can do. You should definitely not promote her beyond promotion 4-5, unless you're an endgame player who wants to max out Camille's and Lucy's HP, which are very optional.

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Overall Rating

 * PvE - [[File:9Star.png]]
 * PvP - [[File:0Star.png]]

Availability
Flora is only available through the Memory Fragment Exchange shop. At 500 Memory Crystals for one Flora Memory Fragment, Flora is a long term, late game goal. Additionally, you cannot exchange fragments until a character is actually at 5*; meaning it doesn’t matter if you have 300/150 of a Y3 at 4*; you need to invest the coin to evolve them before any excess memory fragments can be exchanged. However, she is not a limited summon and is available every day, but she won’t be joining your roster until you’ve maxed out a decent amount of the basic summon characters, or exchange for character fragments religiously in Arena/Tower shops.

Stats
As a Y3 Literature Club character, Flora brings above average attack, poor HP, and excellent recovery to your team. As always, decent PvE/painful PvP spread.

PvE
I do like Flora in my PvE team, as her damage is fairly decent and recovery is always useful, unlike PvP. The obvious drawback is the poor HP, but that can be buffered by adding in either Hazel or Grace in your team. As Flora is a late game character, she will likely be online only for the latest story content, and you will need a wind sports character in chapters 16/18 where enemies are liable to 1 shot you without 44k HP.

What Flora really brings to the table, however, is her skill. Barring some significant misfortune, you will generally get an uninterrupted chain of 16 wind runes. This in effect spawns 4 special runes, meaning if you swipe the wind runes into at least one other special rune, there’s a good possibility that you fire off a rather large combo. Additionally, her skill cooldown aligns with Camille, so if you’re running both, at worst, Camille will still perform an absurdly powerful attack. Running an assist with an additional Flora or Camille can really put the screws on a stage.

However, she is less effective against single stage boss rounds where surviving 4 turns to skill use isn’t a feasible option, and she also suffers in missions where the achievement is no skills used. However, these are problems inherent to all characters, and don’t warrant a drop in rating.

Excellent utility in both damage and combo potential, but can be a liability in missions with stay above X% HP.

There was a bug where Flora’s element-change skill effect didn’t work at 4* and possibly earlier evolutions. Never received confirmation if it was fixed, but her skill works as intended at 5*.

PvP on Offense
Flora is an utter disaster in PvP. Her ability is effectively a damage multiplier component only, given how many teams simply don’t care about their recovery stat. At her very best, she is worse than Y2 arts characters in every single relevant metric. Unlike most other literature club members, Flora doesn’t even get the benefit from her own Recovery stat. Flora effectively trades in Max HP for a stat that does nothing and a character slot for a skill that does nothing. It’s fitting that Flora’s review follows in the heels of Fanny’s; if you’re in need of a marginal upgrade from Fanny, Flora is your character.

PvP on Defense
No. Just no. By the time you are able to acquire a Flora, you should have plenty of 5* options to choose from. If you’re looking for a list of poor choices to make, including Flora to your defensive team is rather close to the top.

Notable Synergies
None

Counters

 * Alice, Caroline, Crystal, Giselle (Babydoll), and Priscilla – These five are Recovery-dependent healers and I suppose it would be passable to run Flora against a heavy-literature team in the absence of multiple strong arts characters.

Countered By

 * Venus – It’s actually absurd how badly Flora is countered by Venus, even if Venus is a Recovery-dependent healer. Because skill effects resolve top-down, Venus purges Flora’s debuff before healing.
 * Una/Christina – Neither of these characters rely on their Recovery stat; Flora cannot block their healing.
 * The Arts Club – Flora doesn’t even get the benefit of the doubt of making up for her poor HP pool by adding HP with her skill. She starts behind, stays behind, and all downside with no upside is something Arts Club characters appreciate when smashing through teams that run Flora.
 * The Sports Club – Flora is a rarity when even the sports club outpaces her in terms of raw value, largely due to the lack of a relevant skill.

Final Thoughts
As Flora is the only character exclusive to the Memory Fragment exchange shop, she gets the benefit of the doubt of not having to directly compete against any other character. Theoretically, she trivializes most Lightning stages as long as you’re free to use her skill, but she doesn’t come online until much later, at least not without significant whaling.

Split-score based on the black-and-white disparity between her functionally in either game mode. Avoids a perfect PvE score by virtue of how late she is to the party to make a contribution.

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Overview
Have you ever had the thought that man, I wish fire stages were easier? Have you ever had the thought that wow, Giselle's damage is great, but I want it to be even better? Have you ever thought that huh, I really wish I had a goat waifu? Well, not sure how that third thought ever came into your head, but luckily Freya will cover all your needs. Freya, a literal goddess, is a year 3 science girl who will become a staple in your fire based pve teams, and used in specialized setups for pvp. She is the only fire science unit in the game besides Pamela, and let's just say you don't want to use Pamela longer than you need to. She acts as a leading support to your fire based teams, and as an early carry for some who were fortunate to grab her during her event. If you’re interested in knowing more about the slutty love fanatic that is Freya, then continue on.

Availability
Freya was originally available in the Valentines Step Up event 2021, and well if you missed her there, time to wait till next year where she will more than likely be on a event banner.

Stats
As a year 3 science girl, Freya’s stats are pretty middling compared to the other science girls. At first glance, she doesn’t really accel in any stats compared to the other girls. Well, except for one notable exception, her recovery. What’s that, her recovery is still lower than most of the other year 3 science girls (excluding only Geneva)? Well, this is true, if you don’t factor in that she is also the only year 3 science girl with a recovery bond, putting her above all the other girls in her category minus awakened Halloween Witches for the first 16 turns. Overall, her stats are very decent, and you really can’t complain about that.

PvE
Good Lord where to even begin with this. I’m not sure what the devs were thinking when they created her PvE kit, but hey, you don’t see me complaining. The short story is that Freya makes stages that require fire girls an absolute joke. The long version is that Freya quite possibly has the best pve based skill in the game. It is Lucy/Flora’s skill on steroids. Hell, excluding the damage multiplier, it’s better at 2 stars compared to theirs at 5 stars, and that’s absolutely insane. She paints the whole field a bloody red, converting EVERY SINGLE ELEMENTAL RUNE into a fire rune at 5 stars. Even at 3 stars, this skill is stupidly good. But what really sets it apart is also the fact that it makes 2 enemies take more damage, up to 100% more damage in fact. Not a single girl in the game even comes close to having boost in damage this potent. Not to mention this skill also does good damage on its own, it’s pretty much a nuke. Coupled with her good stat spread that you will definitely need in the game’s harder content, if you aren’t running the goddess herself in a stage that requires fire girls, then you are messing up big time. Honestly, I wish I could give a rating above 10/10, as she completely destroys the scale!

PvP
Whew, after her turning pve into a comedy show, she dials it back a bit when it comes to pvp. Freya is a bit of a niche unit in pvp. It is however a good niche.She really is only there to provide some decent stats and making your fire girls stronger. That’s right, fire girls, as I’m not sure why you would ever run her in a team without other fire girls unless she’s your only decently strong option when it comes to stats. Her skill, which improves at a steady rate across the evolutions, makes 2 enemies take 50% more fire damage for 3 rounds at 5 stars. Which will only benefit, you guessed it, fire girls. She also has a 50/50 coinflip to where she either boosts her own damage against wind girls, or takes reduced damage from water attacks. Better hope for the one that will better fit the situation you’re in. She does boast a cooldown of 5 which is really nice, though in most team composition you will be running her in position 3 anyways, given that her skill isn’t usually a first priority to fire off first over other CD5 girls. On defense, she really only serves as a stat stick, as you do NOT want to run a full fire team on defense. Offense is an entirely different matter however, and this saves her from having a much worse score. Fire based attack teams are actually surprisingly efficient, and can pretty much nuke every team that isn’t heal or water based. And Freya is a core staple of having a fire attack team, as you really can’t run one without her.

Awakening


Her passive skill only boosts fire damage for your whole party by 10/20/40% for the first 4 turns, which is pretty underwhelming to say the least. But given that you would run her on a fire based attack team anyways, this isn’t the worst awakening passive in the game. She is by no means a priority for your fire stones though, as Christina, Venus, and Iris have first dibs on those. But hey, if you want the fire dream to be a reality, by all means awaken her. The increased stat spread will help you out anyways.

Notable Synergies

 * Literally every fire girl – This should be self-explanatory really. A good fire based attack team would look like – Giselle, Margaret, Freya and Iris if you want maximum efficiency. If you lack Iris, you can sub in Venus/Christina as well. Make note that Freya does not boost Christina’s skill damage, as her skill is hp based.
 * Giselle – I wanted to make a special section for Giselle though, who already boasts the highest dps in the game with her skill. Paired with Freya, she will do more damage on her first attack and her skill will (hopefully) hit the 2 enemies that have Freya’s debuff applied. Dealing 50% more damage on her skill on 2 enemies is nothing to sneeze at, and if she is also paired with Margaret and other damage boosting girls as well, then Giselle’s damage skyrockets into ludicrous tier.

Counters

 * Wind girls – You see 2 or more wind girls on your enemy’s team? Throw your fire team at them and watch them burn.

Countered By

 * Venus – Damn, getting countered by your own element. The absolute betrayal. Well, Venus can very much purge Freya’s debuff, though given team positioning, this may very well not happen at all
 * Geneva - Being a science girl, Geneva will naturally reduce Freya’s damage with her awaken passive.
 * Water based teams - Self-explanatory really.

Closing Thoughts
When it comes to PvE, Freya is unequal, unmatched, peerless, a goddess, and can even be called the GOAT (I had to do it I’m sorry). In PvP however, she becomes a mere mortal who’s one job is making a fire attack teams nuke your enemies into a fiery hell. If you aren’t looking to field fire attack teams, then most of the other science girls are much better choices, especially on defense. Except Clara, she’s still worse.

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Availability
The original gangster of Step Up Summons; Geneva gets a retroactive negative availability score because there was no free (read: Portal event) option to get step up tickets. Every pull either represented a gem or Nutaku Gold investment.

Stats
As with any positive stat spread, trading in Recovery for Attack/HP is always a positive, and Geneva does it by far the best of all the Y3 Sciences. She outputs excellent damage and takes hits in turn much better than the rest of the Y3 Science roster.

PvE
For her stats alone, Geneva is a fine addition to any PvE composition. At 1-3 stars, I don’t find her skill to be particularly game-changing. It may seem nice that off-element runes are being changed into ones that deal damage, but I find she will be breaking 4 off-element rune chains as often as she will be bridging lightning runes. Also do note that she won’t be generating lightning runes on skill use, meaning you’re only getting 2 lighting runes conversion triggers that round.

At 4-5 stars though, her ability effectively stuns the enemy out of a basic attack, which combos extremely well with the lightning-rune generation portion of her skill. Instead of 2 lightning rune conversions, you end up with effectively 5, and multiple runes converted means that you will more consistently bridge lightning runes. I guess it’s worth mentioning that she will continue to generate lightning-element runes as long as she isn’t attacked by the mobs, but that’s not something you should be relying on past the initial turn she uses her skill (and the turn after as long as she’s 4-5 stars). She also combos well with Alberta/Elizabeth where she will provide lightning runes to transform into bolt runes.

PvP on Offense
Aside from Winni, Geneva is perhaps the best defensive character in the game – even better than some Y3 sports characters. 30% damage reduction on your opponent’s most important turns 7-11. Because that’s where the majority of skills, and thus damage is derived, she will neuter the effectiveness by quite a bit.

I don’t put too much weight in her single-target 2-turn damage amplification; it doesn’t affect her, and unless the follow up character is using a mult-target skill, it has a pretty high chance of not doing anything. The main bulk of her value is derived from her stats and the damage reduction ability.

Is Geneva better than Lucy? I’ve always maintained that Lucy’s skill is better on offense, but I failed to take into account that Geneva’s stat spread is filthy good. So yes, aside from extreme edge cases, Geneva is better than Lucy. Thanks to Felyndiira for going through the calculations with me.

PvP on Defense
There’s little to dislike about Geneva on defense, aside from the generic problem all debuffers have where their effective duration is one turns less because it doesn’t affect the attacker on the turn Geneva fires off her skill. What makes her good on offense makes her good on defense, albeit at slightly reduced efficiency. Arts characters don’t use skills in P3 anyways.

Notable Synergies

 * The Sports Club – Because Geneva’s damage reduction is effectively a HP multiplier, she pairs extremely well with the sports club. If the opponent doesn’t have enough sustain/base HP, Geneva can help grind out opponents before they can kill you.
 * The Literature Club – Same as the sports club, Geneva is an effective pair for the literature club as each heal’s value is stretched out. It gives Literature club teams an extra HP buffer without sacrificing the fact that opponents will still need high damage to overcome the sustain.

Counters

 * The Arts Club (except Camille) – as mentioned in Synergies, Geneva’s ability to provide effective HP to the team without sacrificing damage means she’s able to provide both high damage and a high HP buffer. Most characters have trouble racing Arts Club characters, but Geneva breaks from that mold.

Countered By

 * Venus – Like her fellow AoE debuffer Lucy, Geneva’s utility is negated by Venus pretty handily. This weakness is only manifest on defense however, and unless you positioning on your offensive team is rigid, it shouldn’t be too difficult to position Geneva to avoid the purge. Defensively, Geneva can avoid Venus purge at P2, but delaying her skill that much mitigates its effectiveness by quite a bit. It’s a bit of a cat-and-mouse game with the two.
 * Camille – Camille’s off-cycle basic attack smash is her killer, and unless Geneva is positioned to delay her own skill to affect it, it’s going to come down in force.

Final Thoughts
Geneva is perhaps the biggest “wow, I regret not drafting/maxing her” character there is in the game. Near perfect scores across the board marred by the fact that she was the first step up character; one with no associated portal/exchange event.

With no confirmation that she’ll ever return, this review is pretty much designed to be an ego stroke for people who do have her, and feelsbad for everyone else.

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Availability
Giselle is only available through the Monthly Carnival as one of three (currently) Carnival Exclusive girls and 25 fragments are obtainable from the 30th floor of the Treasure Hunt event (though it is unknown how often this event will occur). The first 40 frags are easy enough to obtain with minimal investment, but each subsequent 20 frags becomes increasingly costly. There are only enough carnival tokens/purchases to get 260 memory fragments in a single carnival, so it will take at least 2 carnivals to max out Giselle, and that’s while sparing no cost.

Stats
Giselle has the second highest (off by 1 base compared to Summer Ladies) attack stat in the game and the second lowest recovery stat amongst Y3 Arts (off by 2 base compared to Violet).

PvE
As always, Y3 Arts characters warrant a high PvE rating as they can pick off enemies well before they can attack your team. 3 targets on the skill will allow Giselle to clear out weaker enemies singlehandedly, and the burn can do some pretty significant damage on a boss if it’s used on the onset of the fight. The burn will also count for a skill kill if that damage kills the last enemy.

PvP on Offense
Giselle brings both excellent stats and one of the best PvP skills to Arena. As mentioned in Stats, she has the second lowest recovery of Y3 Arts, and that naturally means the stat spread favors damage and HP. While missing a turn from a stun/dodge is less than ideal, Giselle’s kit is balanced such that her viability isn’t heavily tilted towards either her basic attacks like Camille, or her skill like most Literature club characters. Her skill is a good nuke with front damage modifier to her already high base stat. She is easily amongst the best, if not the best in slot for damage characters. If the burn lands on a maxed out sports character, it will tick for approximately 7k damage for 4 turns. At its ‘worst’, her skill lands on a literature unit and ticks for about 2k damage per turn. Coupled with the up-front damage nuke, Giselle’s skill deals anywhere from 19k-40k alone by skill turn +4. The max damage output from a single skill can only be matched by Camille, and only if she lands a hit on a Lightning element character. Unlike Camille, however, Giselle’s damage contribution is much higher from turns 8-10, and cannot be dodged or reflected in its entirety. Because Giselle’s upfront skill damage is spread out among 3 characters, she is more prone to hitting Grace’s reflection, but a 4.5k damage reflection is nowhere near as deadly as a 40k damage reflection blowout when compared to Camille hitting Amy. Furthermore, her burn debuff itself does not trigger damage reflection. It does only trigger at the end of the opponent’s turn, so if they somehow have a way to race your damage on turns the burn is still ticking, you could potentially lose to ties.

PvP on Defense
As stated in PvP On Offense, Giselle’s burn only triggers at the end of the opponent’s turn and thus suffers from a missed debuff trigger on the turn she uses it. Still, everything that makes her one of the best Arts characters on offense still makes her an excellent choice on defense.

Notable Synergies

 * Erica – For new players, a combination of a 1*+ P1 Giselle/P4 5* Erica is an excellent way to start an arena team that doesn’t require RNG to obtain. The potency of the combo will diminish as players develop their Y3 rosters, but a 30% damage boost to Giselle + a maxed Y2 arts is better than Giselle + another Y3 art at 1*.

Counters

 * The Sports Club – Moreso than any other arts club character, Giselle counters the sports club due to the burn. If the debuff lands on a sports club character, it’s roughly the equivalent of getting 3-4 extra basic attacks from another arts club character.
 * The Literature Club - Nothing hurts Literature club like characters that slap hard, and Giselle has one of the best pimp hands in the business.

Countered By
 Dishonorable Mention for Poorly Designed Counters 
 * Alberta – Alberta counters good units, and Giselle is good.
 * Winni - Winni is by no means a direct counter to Giselle as she is just very good against Arts club characters in general. While Winni does provide a significant HP buffer and allow you to dodge Giselle’s basic attacks, Giselle counters Winni in turn with her burn.
 * Venus - The effective opposite of Winni, Venus is capable of purging off the burn debuff, but is still countered by Giselle’s direct damage due to her poor base HP.
 * Monica - Monica reduces the chance that a burn will stick to your team, but by no chance is it guaranteed, and it doesn’t prevent an existing burn from continuing to tick away. Coupled with the fact she doesn’t provide any functional contribution to the team.  You beat Giselle by fielding a good team, not a poor character with a mediocre counter.

Final Thoughts
Giselle is by far the best arts character in terms of consistent, safe damage output. Mina may have a better damage spike on skill use, but from my experience fights don’t end by turn 8, and Giselle’s damage will eventually outpace Mina’s. Camille may have as high damage output, but her damage is inherently delayed, and is far less consistent when Winni, Clara, Alberta, and Amy are mixed into the enemy’s composition. Doesn’t require RNG to obtain, and is available to both F2P players over time, and whales with significant investment. Amazing stats coupled with an equally amazing skill catapult Giselle to best in slot out of currently available Arts club characters.

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Overall Rating

 * PvE - [[File:0Star.png]]
 * PvP - [[File:7Star.png]]

Availability
Easter Step Up Summon Event! I don’t know if you haven’t gathered it yet, I’m not a fan of this acquisition method.

Stats
A Y3 Sports club character like Amy, she has below average attack, extremely high HP, and below average Restoration.

PvE
What the fuck were they smoking when they developed Grace’s skill? I was hoping for a strong Y3 Wind Sports character to bring to PvE, and Grace is not it. I’m never, ever bringing an element-weak character to PvE stages. Like Christina’s skill, her ability only targets two out of five characters in PvE; so if you’re somehow forced to run her in a water team, she can still miss herself with her own skill and leave you open to taking 150% extra damage from fire attacks if she’s targeted. Plus, as a wind character with near no attack stat anyways, the damage she deals to a fire enemy is going to be near negligible, even with a 12x damage multiplier. She is legitimately worse than Hazel and Kylie in preventing Lightning Damage, and worse than Ingrid in preventing Fire Damage. At least Hazel’s ability can be panic-mashed to save you in Story Mission 18-4 Hard; Grace won’t prevent you from dying.

There’s one instance of a Lightning Boss that uses a Fire skill in Story Mission 12-7 Normal, but do yourself a favor and DPS race that boss with characters with solid damage rather than running Grace for that. I hope this doesn’t herald a trend of hybrid lightning/fire stages either, because that would effectively lock out people who either 1) missed out or 2) sat out on Grace’s limited summon event. Her 2/10 score is based entirely off of the fact that she has the HP pool of a Y3 Sports Character and she might be useful in in being a damage soaking thiccy so you don’t drop below 50% HP achievements, though I would ironically preferentially level Hazel for the hardest content in the game, Chapters 16 and 18. A total dud of a skill otherwise, but at least she's better than Christina.

PvP on Offense
Amy could learn a thing or two about Grace’s scaling, because at 1 star, she already has a better reflect than Amy’s 3 star effect, and her skill damage multiplier is better at every rank except at 1 star. At 4-5 stars, Grace clearly surpasses Amy, for the reasons below:
 * 1 to 3 Star Evo - [[File:6Star.png]]
 * 4 to 5 Star Evo - [[File:7Star.png]]
 * Why do you consider Grace’s PvP skill to be superior to Amy’s
 * Ideally, your opponent wants to fire off their skills as soon as possible. Both Amy and Grace have a cooldown of 5, but against a well tuned opponent, Grace can reflect skills as soon as turns 6 through 9, whereas Amy will can only start reflecting basic attacks from turns 10-13.
 * Even with a lower max % damage reflected (80% compared to 100%), at 5 star evolution, Y3 characters usually have a 1.4x damage multiplier attached to single target skills. So even at a direct 25% chance to hit comparison to Amy being attacked by a basic attack, Grace is still reflecting 12% extra damage from single target skills.
 * Skills with multi-target mean Grace’s reflect will more often actually trigger, rather than doing nothing.
 * She isn’t a nonbo with Winni – Whatever skills bypass Winni will always have a chance to be reflected by Grace. Basic attacks that Amy dodges from Winni buff reflect nothing.

PvP on Defense
At 1-3 stars, even at 40-60% skill reflection Grace is still batting over 50% of base attack damage back from 5 star Y3’s at the opponent from single target skills. While I’m not sure it’ll be enough to make a difference defensively, keep in mind she’ll generally be reflecting damage sooner in fights, and more consistently when factoring in multi-target skills. At 4-5 stars, Grace exceeds Amy in almost every possible way, except for preventing death by Camille.
 * 1 to 3 Star Evo - [[File:5Star.png]]
 * 4 to 5 Star Evo - [[File:8Star.png]]

Notable Synergies
None

Counters

 * Elva – I guess you can reliably bait Elva into always attacking Grace with her skill by fielding her alongside a triple lightning composition.
 * Mina – With the potential of dropping 240% of her base damage as lightning damage on a character, Mina is to Grace as Camille is to Amy. Sort of. A 5 star grace will return at minimum 114% and maximum 144% of a 5 star Mina’s base damage back (even factoring in reduced damage taken from elemental advantage), so that isn’t so bad. It isn’t the flashy 437% one shot reflect Amy returns to Camille.
 * (?) Giselle – Giselle is hard to evaluate – on one hand, Grace will almost always reflect damage back on Giselle’s skill, but each sport tends to be Giselle bait in return.

Countered By

 * Juliana – I suppose if you’re running any Water Characters in your crew, Grace isn’t capable of reflecting any of Juliana’s damage at all.
 * Venus, Crystal, Caroline, and (?) Christina – Most sports characters waste away against these Literature club members, but Grace somewhat bites back, though less frequently in the case of Venus and Crystal, moreso for Caroline and Christina.
 * Alice – Just because Grace reflects damage doesn’t validate the heal-at-the-end-of-the-round skill. Alice counters Grace in a vacuum, but I’d say that doesn’t really tell the whole story here.
 * Camille – The one situation where Amy is better than Grace, you might have regrets swapping Amy out when Camille comes knocking.

Final Thoughts
Having a cooldown of 5 means she’s more than happy to occupy Position 2, which she’d want to be in anyways to maximize a skill damage reflect. This also means she’s immune to disruption even on the defense, and her reflect projects damage on earlier turns in a fight compared to Amy. It’s a shame her PvE kit is worse than three comparable Y2’s.

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Availability
A Y3 girl who can be obtained from the basic pool, from wheels and summon banners.

PvE
Haley is one of the very straightforword Y3 sports. She brings in HP, she reduces the incoming damage with her skill for 3 rounds, but suffers from a cooldown of 5. The skill damage is single target, which means that it will deal full damage no matter what the opponent is: it is particularly appreciated for "End mission with an attack skill" or to deal a not negligible amount of damage to the Coin Boss. Do note that while Haley 1 may have slightly better stats than Hazel 5, you may prefer to keep using Hazel 5 for a bit longer until your Haley gets more stars: Hazel 5's skill will deal far more damage and will be way more efficient at reducing the incoming damage when you really need it.

PvP
Haley is rock-solid no matter what. There is no room for randomness: either her opponent's attacks are taunted because they are Fire/Lightning, or they aren't. Her skill is decently useful even at 1 star, which is exceptional for a Sports. Since she is not as available as Amy, you will not likely use her in the regular arena, nor see many Haley there. In the Grand Arena however, Haley will fit easily in a number of compositions, thanks to her skill and stats that allow her to be of some use in many, many situations. Haley has a skill that has really neat effects, but at the cost of having a cooldown of 7 rounds. Do note that the taunt also works with the debuffs that can be applied by the opponent units, as long as the opponent is either Lightning type or Fire type. Due to her cooldown of 7, Haley will sadly not be able to get rid of all problematic opponent attacks, especially when she's on the Defense side. It is fairly easy to completely go around a Defense Haley's taunt, which is why she doesn't get a perfect mark PvP wise. Awakening PvP passive Haley has no awakening yet. Recommended spot in your PvP team As attacker, spot 2 if there is no opponent girl who really needs to be taunted. Otherwise place her right in front of the girl whom you want to taunt. As defender, usually spot 2. PvP synergies Most Water units: Haley will attract the Lightning attacks to herself, which prevents those from dealing huge damage to your Water units. Haley generally performs best in a team that has at least one Water unit, and no other Wind unit besides herself. Just like every Sports, Haley enhances the power of Christina. Counters Giselle - Haley repels away Giselle's burn. As attacker, Haley is 100% guaranteed to repel all of Giselle's burns away from herself, which means reducing Giselle's effectiveness by a great amount, as long as you don't use other sports besides Haley. Alberta - Haley magnets Alberta's stun. Unfortunately, since Alberta has a cooldown of 6 and Haley a cooldown of 7, it is difficult to make it consistant when Defense Alberta is in spot 3, especially when Alberta stuns Haley before she can use her skill. Countered by Juliana - Haley's taunt is ignored by Juliana's skill if there is a Water unit in her team. Juliana's regular attack will still be taunted however. In a general way, it is also possible to use Defense Haley's taunt at your own advantage as attacker.

Summary and overall rating
Haley is the kind of girl whom you won't really invest in heavily early on due to being mostly effective in offense PvP wise and being less available than Amy. Despite being the very best Wind Sports girl for PvE purpose. Haley is definitely worth being built, but many girls will take priority over her.

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Availability [[File:0Star.png]]
The Halloween Witches is a seasonal character, and as the name implies, was only available during the 2020 Halloween Seasonal event. To add to that, she is only available through the Step Up Summon model. Because you have to plan effectively for Step Up Summons, pulling Halloween Witches to a usable star rating for PvP / PvE is rather difficult. While the event details stated that after the event is over, she will NOT be obtainable anymore, given the precedent set by Geneva, we can expect her to return in future events.

Stats [[File:7Star.png]]
The Halloween Witches is a Y3 Science unit. Her stat spread is rather average across the board, if it wasn't for her Awakening discussed under PvP below.

PvE [[File:9Star.png]]
The Halloween Witches initial active skill does some wind damage and changes a random elemental rune to a Bolt rune. However, at 3* the skill then transforms 2 random runes to bolt runes and 1 random water rune to a storm rune. At 5* she changes 4 random runes to bolt runes and 2 water runes to storm runes. Surviving long enough in end game PvE to generate runes for combos is often one of the harder challenges, and having any unit that creates the runes to combo off of is always a godsend. The fact that the Witches active also does not convert away your heal runes also helps a ton in survivability. A good offense is sometimes touted as a good defense, and this is no exception. The only drawback is that if you're using her on a non-monotype team, her stats are still those of a Science unit.

PvP [[File:7Star.png]]
The Halloween Witches' Arena Skill does damage equal to 0.4x your teams' Recovery value and increases all character's attack by 25% for 4 rounds. It also has a cooldown of 5 turns instead of the usual 6 turns for the Science club, and cannot be debuffed by other skills.

Given this, there are two ways to use the Witches:


 * 1) Use her for just the buff
 * 2) Use her in a healer team

The Halloween Witches, if used for just the buff, isn't very interesting. While a 25% attack boost is nice and powers up the already hard-hitting Arts club, the trade-off is that the Witches does essentially no damage. The poor recovery stat of the Arts club means that it's very likely the Witches will do about 10k damage total, which means that her buff on Arts units turns her into a 3rd mediocre Arts unit.

The Halloween Witches shines most in a healer team, where their active is synergistic with the team's stats. The attack boost brings up the Literature club's attack stat to a reasonable level, while the high recovery of the team makes it so that her DPS is roughly equal to 20k. The biggest reason to use the Witches in a healer team is the fact that her Awakening passive is an additional boost to her own recovery. As healer skills are often reliant on the team's total recovery stat, any additional boosts can snowball unprepared teams.

Another fact is that the Witches' DPS cannot be debuffed. Damage decreasing skills such as Lucy or Geneva cannot reduce her damage. Her skill being on a cooldown of 5 turns also prevents her DPS from being stopped by Alberta or Flora if she's slotted in position 2.

On a healer team, the Witches can be an effective card to allow the Literature club to carve through teams.

Notable Synergies

 * The Literature Club - Alice, Crystal, Venus, Caroline, you name it. Outside of the HP-reliant healers of course. The Witches has a skill dependent on recovery, and also boosts her own recovery through her Awakening. Venus, with her own Awakening, forms a particularly nasty combo.

Counters

 * None - interestingly, as a Science unit with a rather vanilla skill, the Witches does not hard counter any one unit or club

Countered By

 * Geneva - The Halloween Witches provide a buff that can be directly removed by a slower Geneva. However, be aware that a position 2 Witches' DPS cannot be stopped by Geneva due to its 5 cooldown and gravity nature.
 * The Arts Club - While the Witches DPS can be high in healer teams and pretty average in everything else, it's not as high as those in the Arts Club. Given that the Witches will likely be used in a healer team, win in the DPS race against the team and you'll likely be fine. Be aware that a non-Awoken Witches could become a big liability in a healer team, as the stat disparity in HP leaves the team vulnerable to a double / triple Art setup

Final Thoughts
The Witches is the second monster girl duo and sets a precedent that future monster girl combos are a possibility. Her Active skill is amazingly powerful for its ability in creating runes to help meet combo counts and her Arena skill + Awaken passive makes her a force to be reckoned with the Literature club. Her active gives the Literature club much needed DPS on top of the Awakening buffing the recovery-based skills of the Literature club.

If you have a built Venus + one other decent healer, it might be worth committing some resources into the Halloween Witches. Especially so if you have access to their Awakening.

Availability
Hazel can only be obtained through the Coin Summon. You also get 50 of her fragments for the Day 6 of your Seven Days Rewards. Because the probability to get her individual fragments while performing coin summons is very low, Hazel fragments are mostly obtained in batches of 50 from the summon chest of the Coin Summon. It means that Hazel is meant to be a girl primarily for VIP3+ players. Raising her to 5 stars needs at most 7 of the Coin Summon chest, therefore 700 green tickets. That huge amount means that even as VIP3+, it will take you a lot of time to evolve Hazel. If you want to speed up that process a lit a bit (beyond the green tickets you receive everyday in your mail and in events), you can get one Coin Summon (green) ticket from the tower exchange everyday. Even with that, it still requires several months to evolve Hazel up to 5 stars. Do note that while it isn't strictly impossible to evolve Hazel without being VIP3, the amount of coin summons required is ludicrous, way beyond the reasonable.

PvE
Hazel does her PvE job very well. She does exactly what you'd expect from a Sports girl: bring in HP as well as a powerful skill that will help you tanking a lot at the critical moment. Unfortunately, you will probably be using Haley or Grace/Alizee in her stead rather quickly, because all of them will already be better with only one star while your Hazel is still at 2-3 stars. This is why Hazel cannot be as useful as the other pure tanking Y2 sports (Bonnie, Chris, Ingrid), despite having the exact same skill. Besides that, there is not much to say. Hazel is just powerful (when evolved), straightforward and easy to play.

PvP
Even though her skill is powerful, Hazel is not very useful in PvP. You will likely use her in very particular circumstances in the Grand Arena, but nowhere else: neither regular arena, nor tower. Even if you have a Hazel 5, a mere Haley 1 will also be better because unlike when comparing Bonnie with Zoey, Haley has extra damage mitigation beyond the mere elemental advantage. As her skill suggests, Hazel is specialized in nerfing the Lightning damage received from your opponents. Which isn't that great, since the only girls who are worth nerfing that way are Juliana and Mina. Both of them are not that common. Due to the nature of her skill, Hazel suffers from being rather easy to "dodge" when she's found in a Defense team: all your attacker needs to do is to attack you with Arts who aren't Lightning type, like Giselle or Elva. Overall, very few players use Hazel, simply because she's too slow to evolve to reach a decent usefulness and the girls whom she is efficient against are not that common. Recommended spot in your PvP team In a Defense Team, preferably in spot 2, since the potential attackers will try to dodge her skill anyway. She will still be able to nerf Lightning Arts skill damage wherever they place them, so that's better than nothing. As attacker, it is preferable to place Hazel right in front of your "targetted" girl you want to nerf, or the spot before. For example, if Defense Juliana is in spot 4, you will need to place Hazel in spot 3 to nerf Juliana for 100% of the battle. PvP synergies Alice - Hazel isn't particularly meant to deal damage, that's not Alice's main use, but teaming Hazel with Alice for a small boost is better than nothing at all. Water teams - When using Hazel as a tank, you can safely use 2-3 Water girls in the team to protect them from Lightning damage. Counters Juliana - Chris works very well against Juliana, but only to some extent. Juliana's damage will be nerfed heavily, no problem. But since her skill targets Water, she will always attack the said Water girl with her skill. So do take into account who Juliana might be hitting in your team, instead of Hazel. For instance, if you use Hazel to cover Water girls, Juliana will be *guaranteed* to hit one of those with her skill. So do take into account the 25% elemental advantage Juliana will have, even if you nerf her by 40%. Mina - She isn't as frequent as Juliana, but she's still way more dangerous nonethless. Alberta - She is fairly frequent in all PvP modes, but since she is Science she is not enough reason to field in Hazel. However, if you ever see Alberta teamed with either Juliana or Mina, Hazel will certainly shine by killing two birds with one stone. Countered by Lightning free teams - In particular, it is easy to go around a Defense Hazel by merely playing without any Lightning as attacker. Iris - Further than just having elemental advantage and being unaffected by Hazel's skill, Iris might be fatal to you just by hitting your Hazel who is very light in HP compared to a Y3 girl. Giselle - Same than Iris, except that in Giselle's case the source of potential damage might also be her burn, since Hazel is a Sports.

Rating by Y2 standards
On the paper, Hazel is a very decent Y2 unit, no doubt about it. In practice, her low availability makes her neither very good, nor bad. You will simply have a Y3 Wind Sports available (usually Haley) before Hazel gets evolved enough, so you will need to build her just enough to clear PvE stages, but not any more.

Summary and overall rating
Hazel is the kind of girl who would be great if she were more available and if she had more opportunities to be useful in PvP. But no, you cannot evolve her fast enough, and she cannot help often enough to be worth the hassle. And to nail her coffin, she is absurdly tedious to evolve if you're not VIP3+. She may appear straight, but Hazel is lewd and loves your money.

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Availability
Ingrid can be acquired in the tower exchange only, which makes her one of the most accessible Y2 girls as well as a priority expense of your tower exchange currency. A F2P player can expect to get Ingrid to 5 stars within 2-3 months, provided he plays Hard tower everyday and spends his tower currency exclusively on her.

PvE
Ingrid does her PvE job well, very well. She does exactly what you'd expect from a Sports girl: bring in HP as well as a very powerful skill that will help you tanking a lot at the critical moment. She is as massive upgrade from Phyllis in every aspect, and she's also way better than Maggie. Ultimately, you'll probably be using Winni or Christmas Devils in her stead, but Ingrid will most likely remain in your setup for a while. It is worth noting that Ingrid is part of the recommended team to complete the Hell Elemental portal, since its boss is Venus (who will hurt you a damn lot if she ever hits your Alice Ally) and you need a team of Y2 girls to get the matching star. Besides that, there is not much to say. Ingrid is just powerful, straightforward and easy to play.

PvP
Ingrid is one of the most useful Y2 girls for PvP purposes. You will very likely not use her for the regular arena, since you'll already have Amy, but she will definitely play an important role in your tower teams as well as in your beginnings in the Grand Arena. An Ingrid 4-5 will remain way better than Winni 1-2, just because of her skill. If you have Christmas Devils however, Ingrid will be a bit less good because Christmas Devils does have a half decent skill even at 1-2 stars. As her skill suggests, Ingrid is specialized in nerfing the Fire damage received from your opponents. Which is neat, since Giselle is omnipresent in the Grand Arena. And Erica as well at a beginner level. If both are found in the same team, Ingrid will more or less contribute to the victory by a large margin. However, due to the nature of her skill, Ingrid suffers from being rather easy to "dodge" when she's found in a Defense team: all your attacker needs to do is to attack you with Arts who aren't Fire type, like Juliana. Overall, while you will never see Ingrid in the regular arena, you will meet her sometimes in the tower, and she's fairly common in the beginners teams in the Grand Arena. Recommended spot in your PvP team In a Defense Team, preferably in spot 2, since the potential attackers will try to dodge her skill anyway. She will still be able to nerf Fire Arts skill damage wherever they place them, so that's better than nothing. As attacker, it is preferable to place Ingrid right in front of your "targetted" girl you want to nerf, or the spot before. For example, if Defense Giselle is in spot 4, you will need to place Ingrid in spot 3 to nerf Giselle for 100% of the battle. PvP synergies Jodie - Ingrid isn't particularly meant to deal damage, but teaming her with Jodie for a small boost is better than nothing at all. Wind teams - When using Ingrid as a tank, you can safely use 2-3 Wind girls in the team to protect them from Fire damage. Counters Erica - In all cases, Ingrid will reduce Erica's damage output down to a misery. Which is great, since Erica is very common in the beginner teams of Grand Arena. Giselle - Ingrid also works against Giselle, but only to some extent. In particular, she works fine against Giselle's regular attack and direct skill damage, but she won't have any effect on Giselle's burn. The more stars Giselle has, the more powerful her burn is, and therefore the less efficient Ingrid will be against her. Countered by Fire free teams - In particular, it is easy to go around a Defense Ingrid by merely playing without any Fire as attacker. Juliana - Further than not being Fire type, Juliana specifically targets Water type girls with her skill. It means that when Ingrid is fielded, an opponent Juliana is guaranteed to draw the full power out of her skill.

Rating by Y2 standards
Ingrid is a very decent Y2 unit, no doubt about it, and you will want to build her a bit before having access to more serious stuff, such as Winni. While technically on par with most Y2 when it comes to her abilities, her availability in tower allows her to reach 5 stars faster, which makes her more useful than average.

Summary and overall rating
Ingrid is not an absolute necessity, but she's a rock solid value to own early on until mid-game, especially for F2P players. With utmost effort, it is even possible for a F2P player to obtain Ingrid 5 before Erica 5. If you already have Winni or Christmas Devils, you can skip Ingrid entirely. As far as your choices go in the tower, Ingrid is about equally useful as Rayna, although in different fields. However, she is replaceable slightly more easily, since Winni is a Y3 in the basic pool. But don't hesitate to go for her just because you find her sexy: she's worth it both for battle and for her poses. Oh, and her skill animation is awesome.

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Availability
Jessie can be acquired in the tower exchange only, which makes her one of the most accessible Y2 girls as well as a priority expense of your tower exchange currency. A F2P player can expect to get Jessie to 5 stars within 2-3 months, provided he plays Hard tower everyday and spends his tower currency exclusively on her.

PvE
Jessie does a rather decent job in PvE. Considering her skill, you can see her as some kind of upgrade from Pamela, even though their club isn't the same. Do see Jessie as a girl who has the stats of a Sports with the skill of a Science. Turning Fire runes into Slash runes isn't exactly the most appropriate thing to chain combos, but she's the only Y2 Fire girl who can toy around with the runeboard. That's still better than nothing at all. Stats wise, Jessie doesn't really shine. She has the least HP out of all Y2 Fire Sports (Jessie, Bonnie, Monica), but the difference isn't exactly an issue. She does have the best Recovery out of the lot however, which does matter a lit a bit, since Y2 Fire has nobody who provides Recovery besides Sarah. In terms of PvE usefulness, Jessie is rather on par with Bonnie, and better than Monica.

PvP
Jessie is rather mediocre for PvP. Just like in PvE, Jessie is a Sports who plays the role of Science: her ability has a cooldown of 6 and disrupts the opponent's formation. On the paper, delaying 2 opponent units skill by 1 round sounds great. In practice, it isn't. Do note that Jessie can "deactivate" a skill that is already ready to be used. If you place her in spot 3, Jessie won't be able to affect whoever is in spot 1 and spot 2, as well as spot 3 if she's on the Defense side. If you place her in spot 4, she won't be able to affect whoever is in spot 2 and spot 3, as well as spot 4 if she's on the Defense side. While placing Jessie in spot 1 or spot 2 is borderline useless, unless specific exceptions. Jessie's skill requires you to have luck to disrupt the desired girls, whom you "choose" by placing Jessie accordingly. Even if she manages to delay the said girls skills, they will unleash it in stead of their regular attack the next time it's their turn to play (while Jessie does her regular attack), so the effect on the entire battle is positive only if it allows you not to get defeated by the time the delayed girls can finally use their skill. Jessie may have a bigger impact on the battle if it lasts 16 rounds or more, but then it means that you are battling against a tanky opponnent or a heal team, or you simply lack firepower. Long story short: Jessie is borderline entirely useless in Defense, and has barely any more usefulness in Offense. She is just too tricky to use as well as too random. So forget about her. Recommended spot in your PvP team In a general way, it is advisable to place Jessie in a way so that she disrupts the opponent formation without bothering yours too much. Against a classic CD7 Arts/Sports/CD6 Science/CD7 Arts team, she should go in spot 3 or spot 4. Do note that placing her in spot 4 will delay your own Arts, effectively negating part of Jessie's efficiency. Against a heal team, spot 3 is usually the best, since the main healers are usually in spot 3 and spot 4. PvP synergies None. Jessie is the kind of girl who does her job on her own. Counters Attacker Jessie in spot 3 - Everyone in spot 3 and spot 4, except CD7 Arts placed in spot 3. Defender Jessie in spot 3 - Everyone in spot 4. Attacker Jessie in spot 4 - Everyone in spot 4 and spot 1. Defender Jessie in spot 4 - Everyone in spot 1. Countered by Deliberately delaying your girls by 1 or 2 rounds. That's still better than having them forcefully and randomly delayed by 4 rounds by Jessie.

Rating by Y2 standards
Jessie is too complicated and random to use properly in PvP, she's available only in the tower exchange, and we have a better option as Y2 Fire Sports: Bonnie. Jessie's real usefulness stands only in her skill that will be used only once every blue moon to complete a combo requirement for a star objective in PvE, but that's it.

Summary and overall rating
Jessie is the "undesired" girl out of the 3 tower exclusive girls. She's usually the one whom you will evolve after the two others (Rayna and Ingrid) solely for the sake of unlocking her poses. And perhaps for the hypothetic day when you'll need her in very late PvE for combo requirements. At which point you have very strong Y3 girls and you'll probably prefer working hard on your rune board management skills over promoting a Y2 girl. Or you are a lucker who has Freya, the goddess who paints the runeboard red. At best, you may need to unlock Jessie early on for the sake of completing your first full Fire PvE team, but that's it. You shouldn't bother building her unless you're really bad at generating combos in PvE. Well, at least Jessie isn't a cheerleader for nothing: she's adorable in every pose, and all of her chibi animations are worth seeing at least once. You should unlock her one day just for that.

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Availability
Jodie is one of the most available Y2 girls. You can obtain her from basic summon, step-up, tower exchange, in Story Hard chests and you can farm her frags in some Hard nodes. However, due to her availability in the basic summon pool and the step-up, as well as her general usefulness, it is not advized to obtain her fragments in the tower exchange or to farm her specifically. You will eventually max her even as F2P, although it will still take a few months.

PvE
Jodie simply does almost the job that one would expect out of a Science unit: bring in moderate Attack, moderate HP, moderate Recovery. However, unlike a majority of Science units, her skill isn't a utility that helps clearing more runes or to create more special runes. Instead, she simply increases the damage dealt to the mobs. That skill may help at ending the mission with an attack skill. In other words, Jodie is as straightforward and simple as it can be. In that way, she's very friendly toward beginners. The obvious comparison with Jodie would be Ellen, who is also Y2 Water Science. Both are roughly equally useful: Jodie for her simplicity, Ellen for her superior raw stats (at the cost of having a skill that is harder to use).

PvP
Jodie performs in PvP very similarly to PvE: she applies a debuff to the opponent for her Water team mates (typically Elva) to deal extra damage. On the paper, it sounds neats. But in practice, by the time you get Jodie evolved enough (4-5 stars) for her debuff to actually weigh enough in battle, you will already have other girls (including Y2) who will be more useful than her. Therefore, Jodie is one of the Y2 girls whom you will very likely use for some time in the tower, probably for a bit in Grand Arena as well, but she will be a priority to kick out because you will have no one besides Elva (and maybe Cecilia if you've been very lucky with her memory frags) to actually inflict more damage. That being said, Jodie remains way better than Ellen for PvP purpose. She's also one of the better options in the panel of Y2 Science, all elements taken into account. She's also still slightly better than using Alberta 1 when at 4-5 stars. Recommended spot in your PvP team Usually at spot 3. PvP synergies Elva, Cecilia, Violet - Jodie's purpose is mostly to buff the damage dealt by Water Arts, so it's a good idea to use 1-2 of them in your team. Counters Heal teams - Since she raises the Water damage dealt to opponent units, Jodie is a Science who is fit to attack beginner heal teams when teamed with Water arts, such as Elva, Cecilia or Violet. She won't be able to do that mid game or end game though. Countered by Chris - Since Jodie is often paired with other Water girls, Chris is extra effective and will strenghten her entire team against Water damage, while Jodie will only apply her debuff on two units.

Rating by Y2 standards
Jodie is not the kind of Y2 girl whom you will use for long, beyond filling spots in your PvE Water team, but she remains decently playable. That still won't make her worthy enough to be promoted further than promo 5-6.

Summary and overall rating
Jodie is average. Perfectly average. Neither awesome nor bad, just average. You will need her (or Ellen) mostly for PvE and tower for a while, you will probably use her a bit in your Grand Arena debuts, but she clearly won't last that long in your setups. Not as long as a few other Y2. Being beginner friendly and cutting bullets in two halves are her main stunts, but beyond that she doesn't have her place in mid-late game.

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Availability
Juliana is a Y3 available in the basic pool, which means in Basic Summon, in wheels and fragment boxes. There is no Hard node where she can be obtained, nor is she available in any of the exchanges.

PvE
Juliana is the second best damage output you can find for the Lightning element, a bit behind Mina mostly due to her significantly lower Attack. She is also less convenient to deal damage with her skill itself, since it's mostly made to follow up with a powerful attack powered up with both Wind and Lignthing runes instead of only Lightning. Completing the "End mission with an attack skill" star objective will be less easy than with the help of Mina, but Juliana still has the typical high damage multiplier for one single target nonetheless, which is all you need against a remaining single mob like the Energy Boss. Just don't expect her to wipe an entire wave of mobs like Giselle or Elva do. That being said, even if she's "only" the #2 of Lightning Arts, she remains the prime choice for most players, since they will often choose Giselle (or sometimes Luna) over Mina. Therefore, don't hesitate to kick out of your PvE team whoever you were using as Y2 Arts (Kirara, Fanny) once you get Juliana, if you don't intend to build Mina.

PvP
Just like in PvE, Juliana can be summed up as a somewhat "low cost" version of Mina, but that doesn't mean she's bad. On the contrary, she remains an excellent asset who can perform just as well as all other non-foxgirl Arts. In particular, it is worth comparing her to Elva, who is the only other Y3 Arts available in the Basic Summon pool: she has a moderately higher Attack than Elva, for less stats in HP and Recovery. Her skill is also way more efficient at hitting the desired element (Water), since she will target it specifically instead of avoiding the undesired one. Obviously, in a direct confrontation, Juliana will have the upper hand against Elva, which is enough reason to build her. You can safely use Juliana in all PvP modes: arena, tower and Grand Arena. She really is a good investment for both early game and end game, to the point of being worth awakening until the end. Cherry on the cake: everyone will be wary of Elva, but a fair amount of players will underestimate the power of Juliana. You can use that to your advantage. Awakening passive It is kind of opposite to Elva's passive, since Juliana will aim for either extended fights, or brutal confrontations that quickly drop your HP. Most players will usually consider that passive to be inferior to Elva's solely due to the inferior damage multiplier, but with a correct use of Juliana it is fairly possible to have consistently 2 powered up attacks par battle, or more. Do keep in mind that Juliana has around 5% higher base Attack as well. Recommended spot in your PvP team When not awakened, either Spot 1 or Spot 4, depending on who is the strongest Arts you need to place in Spot 4. When awakened, preferably Spot 1 to increase the likelihood of her passive kicking in. PvP synergies Kirara - Beginners might want to use Kirara to potentially boost Juliana's skill damage. Christina - Since Christina extends the battle by regenerating health, she helps an awakened Juliana to benefit from her passive for longer. Lucy - Both Lucy and Juliana are excellent at dispatching heal teams, and Lucy can amplify Juliana's damage output. Clara - Clara is usually rather average or even mediocre in PvP, and clearly not as good as Lucy at that job, but she can increase the damage received by your opponent, and her awakening also buffs two of your arts for a few rounds in the beginning of the battle. Counters Elva - In a direct confrontation, Elva will be attacked by Juliana consistently, while Elva is not guaranteed to hit a Fire girl next to Juliana, if any is present in the team. Haley - Juliana's skill ignores Haley's taunt, unless there is no Water in Haley's team. Crystal, Caroline - Those two girls are very popular in heal teams, and they will be consistently targetted by Juliana's skill, which can prove to be fatal to them. Heal teams in general - They are very, very bad at surviving against raw and quick damage output such as Juliana's. Countered by Hazel - In beginner teams, Hazel can be used to negate Juliana's damage output, but she will be overwhelmed in mid game or end game setups.

Summary and overall rating
Amusingly, Juliana is way less popular than Elva, while technically she can do just as good of a job. Her lower popularity mostly comes from the fact that Elva is given to players for free for their 7th Day of playing, and she can be farmed in Hard nodes as well. You will definitely need more time to evolve Juliana than you'll need for Elva, but her abilities will clearly prove to equally useful on the long run, even though she cannot match Mina's level of damage output. But contrarily to Mina, she's in the Basic Sumon pool, making her possible to build alongside Giselle, and also making Mina herself optional. So overall, you can, you even should build Juliana even if you have Mina: she's a great asset who is really worth it. If you dare calling her a granny, Juliana will not forget your insolence and rudeness. She will teach you the proper vocabulary and manners with strict lessons, her whip, and sadistic pleasure. Perhaps you'll enjoy it too, who knows? Though she'll probably find any excuse to punish you anyway. And then after you, that will be your opponents, and they will understand their pain.

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Availability
Kirara is fairly available as a Y2 girl, though not as much as a few others like Nydia. You can obtain her from basic summon and step-up, but she is nowhere to be obtained in Story or frag exchanges. You will eventually max her even as F2P, but it will take a long while, most likely more than 4-5 months.

PvE
Kirara is very good in PvE. She is the only Lightning Arts available in the Y2 panel, but you will most likely replace her with either Juliana or Mina more or less quickly. That doesn't cancel the fact that she has excellent stats for Y2 standards, but that means that you won't build her much beyond your immediate need when building your first Lightning team for PvE. That being said, she will definitely allow you to replace Fanny just as quickly. Kirara's skill may not be able to deal as much damage as what a multitarget Arts would (such as Fanny), but it is certainly interesting in being the very best you could find against a single target with both a high damage multipier and increasing the target's damage received. In particular, it will be definitely handy against the Energy Boss. So overall, you will probably discard Kirara soon enough, or perhaps not even build her at all because you'll stick with Fanny before switching straight to Juliana or Mina.

PvP
Kirara is very decent in PvP. Her cooldown of 6 allows her to fit in a wide array of beginner teams in the arena and Grand Arena, taking the spot that is usually used by Science. While Science girls are usually borderline useless at low stars, Kirara still does a decent job at low stars. Kirara is therefore recommended very often to beginners just for that. When the said beginners don't have 3 Y3 Arts to assemble his arena team. You will therefore see a few other players using Kirara in the arena and Grand Arena, and for good reasons. Kirara's skill is roughly a damage output a bit less powerful than the average of Arts, but in exchange it has a cooldown of 6 and applies a debuff to the opponents, allowing to follow up immediately with a Y3 Lightning Arts like Mina or Juliana to have 50% chance to deal greater damage with their skill. She is therefore taking the spot of a Science, doing the job of the said Science, without wasting her stats in a useless Recovery. Feel free to use her in your debut in arena, tower and Grand Arena, but do think about discarding her mid-game for a Y3 Arts or Y3 Science. Recommended spot in your PvP team Spot 3. PvP synergies Mina, Juliana - They have 50% chance to hit one of the opponents debuffed by Kirara. Counters Nothing in particular besides elemental advantage or general Arts usage. Countered by Hazel - Do expect to be attacked by Hazel if you use both Kirara and either Mina and Juliana in a Defense team. She will cripple all their damage output and give a decisive edge to the attacker. Haley - Kirara is particularly weak to Haley's taunt due to her skill being single target. However, Haley has a higher cooldown, so Kirara should be able to land one regular attack and one skill before being taunted to attack Haley. Do note that Haley will also magnet one of Kirara's debuffs, which won't be attacked by Juliana if there's a Water girl in Haley's team.

Rating by Y2 standards
Kirara is not the most useful girl one could find in the Y2 panel due to the fairly good availability of Y3 Lightning Arts and Science, but she still does a very good job at filling your spots in both your PvE and PvP teams until you have access to those Y3 girls. You can therefore build her a bit, but not too much either.

Summary and overall rating
Kirara is one of the best girls one could get in the Y2 basic pool, but sadly, since there is no Hard chest nor Hard node to get a few given frags, that limited availability makes her useful for only so long before using someone like Juliana, Mina, or even Alberta. She will help you a bit in your debut both in PvE and PvP, but that is as far as you will use her, and therefore build her. Don't get fooled by her looks: Kirara may be a gyaru, but she's actually a shy girl with a sweet heart who needs a sugar daddy. Be that sugar daddy, but be gentle as well and don't ask her too much in battle.

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Availability
Lucy is a Y3 available in the basic pool, which means in Basic Summon, in wheels and fragment boxes. There is no Hard node where she can be obtained, nor is she available in any of the exchanges.

PvE
Lucy does her job as Science perfectly in PvE. She brings in Attack, HP, Recovery and has a skill that bends the rune board heavily in your favor. That skill should help you substantially at building combos by turning unneeded elemental runes into Water runes, but you still need to chain properly after that. There is no one to compare Lucy with as far as Water girls come. She is just the best you can get when it comes to Water Science, and she will help you in dire situations in later Story chapters.

PvP
Lucy is very good when it comes to PvP, although not the absolute best you could find. Within the lines of Science, she is better than average, but she still suffers from one issue that tends to get in your way at times: her skill has very different effects depending on your opponent's HP. In particular, Lucy is usually appreciated to deal massive amounts of damage to the opponent by using her along Arts. In particular, against heal teams. But that damage burst will often fade out when you've damaged the opponent enough, in favor of a damage reduction that you probably don't need as much. Other issue, particularily problematic for beginners: Lucy is only effective at higher evolutions, 4-5 stars. Under that, her skill damage and effect are simply inferior to fielding either a 3rd Art or a 2nd Sports. As a result, she is mostly a girl fit for mid game and end game PvP. So you shouldn't use her as a beginner, neither in the arena, nor in tower, nor in the Grand Arena. If you lack proper Y3 Science to assemble your teams, which is fairly common for beginners, you should rather go for an Y3 Arts, or even a fully evolved Y2 Science or Y2 Arts. Even your evolved Clara will be better than your Lucy with few stars. Awakening passive Lucy's passive confirms what she is mainly used for: destroying your opponent as quickly as possible. Therefore, an excellent passive. Recommended spot in your PvP team Spot 3, unless you want to buff Camille or Iris smash, in which case it should be right after those girls. PvP synergies Arts with raw skill damage - Elva, Juliana, Mina, Luna are the prime candidates to benefit from Lucy's debuff on your opponent, to deal massive skill damage. Camille - Lucy is more fit to enhance Camille's powered up smash, but it means that your main damage output will come rather late. Iris - Since her damage output is balanced between her skill and her next regular attack, it's fine to buff either of them. Counters Heal teams - Lucy is a specialist at attacking heal teams by bringing brutal damage on the table as well as a bit of HP. But do keep in mind that once the said heal team's HP drops under 50%, it will become harder for your girls to finish it off. Countered by Venus - If you want to use Lucy to enhance your attacks against Venus's team, you have to either go around her or make use of the debuffs before Venus cleanses those. Do note that you can also use Lucy to flood Venus's team with the debuffs, and then allow more important debuffs to remain, such as Giselle's burn.

Summary and overall rating
Even though she is above average for both PvE and PvP, Lucy cannot get a perfect mark due to her limited availability as well as being unfit for beginners in PvP. In particular, F2P players can more or less forget about using Lucy entirely in PvP for an entire year or even more. But once she is evolved, she finds her use in most classic teams. Ara ara... Lucy is so much of a kind onee-chan that you will beg her to stop stuffing you with pastries. Though her self-proclaimed healthy diet certainly caught your eye. Resist the temptation and don't "eat" her too quickly, that will give you diabetes.

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Availability
Luna is one of the 4 carnival fox girls, available only during the monthly carnival. As such, she is fairly available for Y3 standards, both for paying and F2P players: you can obtain her fragments (and awakening stones) every month. However, you will not be able to raise several fox girls at the same time, unless paying a big amount of money, knowing that the fox girls are twice more expensive than the other Y3.

PvE
Luna is simply the very best damage output you will find for the Wind element, even greater than Camille by about 10%. However, Luna's skill is way less powerful than Camille's, especially against multiple targets. Whoever you will prefer depends on your priority: steady damage for regular gameplay (Luna), or a massive burst with the skill (Camille). But overall Camille is preferable for her skill as well as being less problematic to obtain. Even though her skill is not as extreme as Camille's, Luna remains excellent nonethless, in particular against bosses such as the Coin Boss.

PvP
Luna is quite a fearsome damage output for PvP, just as extreme as Giselle and Mina. Yet there aren't that many players who use her: most players will use Camille, even though Luna is much better overall than her. Luna is extremely powerful because her skill is simple, straightforward heavy damage that gets enhanced even further the more Lightning girls there are in the opponent team. It also has a cooldown of only 6, which allows you to play without any Science. Do note that if her main strike's target is Lightning type, it won't be struck again by the additional strikes and Luna will actually deal very slightly less damage overall than if she hit another element with the main strike, than deal an extra strike against the said Lightning girl. Either way, the opponent team will suffer enormous damage. The only reason why Luna is slightly under Giselle and Mina: her damage output is inferior when there is zero lightning opponents and she cannot dispatch heal teams as effectively as Mina. You can safely use Luna in all PvP modes: arena, tower and Grand Arena. But keep on getting her fragments in the carnival every month if you want her to "keep up with the pace". Else she will be left behind with fewer stars than the rest of your girls. And your opponent's. Awakening passive -no awakening yet- Recommended spot in your PvP team Usually in spot 3, unless you use a Science who can buff her damage output, in which case you should place her in spot 4. PvP synergies Sylvia - Beginners or mid game players might want to use Sylvia to give Luna a high chance to strike the target debuffed by Sylvia for devastating damage, especially if it's Luna's main target that gets hit. Lucy - Since Luna deals straight damage with her skill, she can pull a maximum of power from Lucy. Clara - Clara is usually rather average or even mediocre in PvP, and clearly not as good as Lucy at that job, but she can increase the damage received by your opponent, and her awakening also buffs two of your arts for a few rounds in the beginning of the battle. Una - Una is usually regarded as mediocre in PvP, but it's possible to get the maximum out of her skill easily with someone who deals immense raw damage such as Luna. Vivian - Vivian is rather mediocre for PvP, but Luna is excellent at obtaining insanely high damage output when teamed with an awakened Vivian, since her first skill will benefit from both Vivian's skill buff and passive buff. Counters Zoey - Luna's skill main attack will be taunted by Zoey, which will actually help her dealing more damage, since she will always get the maximum of additional strikes against Lghtning girls. If there is any Lightning girl besides Zoey, which is usually the case. Teams that contain at least one Lightning - Amy, Alberta, Juliana and Geneva are all popular in PvP, so it's fairly easy to find opponents who will get massacered by Luna. Countered by Teams without Lightning - Team that don't have Lightning girls will prevent Luna from trigerring any of her additional strikes, but she'll still be able to hurt decently nonetheless. At least more than Elva or Juliana.

Summary and overall rating
Even though most players will choose Giselle as their first fox girl for her versatility, choosing Luna first is debatably an equally good choice. Especially if you want to have *someone* who is decently able to dispatch almost everything, including heal teams, which Giselle has difficulties against. Sadly, even though she is way better than Camille, the mere existence of Camille makes Luna much less of a necessity than Giselle, since there is no Y3 Fire Arts besides Giselle herself as of today (unless you count Iris, who is available only once a year). As a result, Luna will often be the second fox girl a player will build after they reached a level of power they consider acceptable with Giselle. With Luna, everything will go according to keikaku. You are destined for each other and she has the iron will to prove it with her blacksmith abilities by forging your union and your marriage rings. You don't understand what it's all about, but in any case that helps at making your opponents fall under their own ineluctable destiny. Or call it a rain of blades if you prefer, but that sounds way less cool, way less Luna.

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Availability
Maggie is fairly available as a Y2 girl, though not as much as a few others like Bonnie. You can obtain her from basic summon and step-up, but she is nowhere to be obtained in Story or frag exchanges. You will eventually max her even as F2P, but it will take a long while, most likely more than 6 months.

PvE
Maggie isn't exactly bad in PvE, but she's not good either. She's a Water Sports, so she brings in HP, but beyond that her ability is barely any useful at all. Since you will be trying to build mono-element teams as soon as possible, you will be looking to build a full Water team to engage Fire stages. As a result, Maggie's skill is far less powerful than Ingrid's. Maggie is only barely acceptable to fill in the gaps to build your first Water team, and then she'll most likely be the first girl you'll kick out after Phyllis, unless you really don't have any other Water Sports. Which is unlikely to happen, since it's very easy to obtain Ingrid.

PvP
Maggie is borderline useless for PvP. Her ability can only ever be somewhat useful against Geneva and Tiffany. But even then it could only ever be significant when Geneva has more than 1-2 stars, and sending Maggie against such a strong Geneva is pure suicide, given the huge gap in stats between a strong Y3 and a lightweight Y2. If you want to get rid of Geneva's Attack decrease, Venus does a way better job at that. Not to mention that Geneva is Lightning and Maggie is Water, which doesn't help. As for Tiffany, her skill is not significant enough to really be problematic, and she's weak herself. That is, if Maggie can even protect your team at all, since her skill has a cooldown of 6, just like Geneva and Tiffany. There. There is nothing else to say. Maggie is way too niche to be considered useful. Recommended spot in your PvP team Provided that you haven't got any other option but Maggie, use her in spot 3. PvP synergies None. Counters Geneva - As already stated, Maggie works well against Geneva, but she's way weaker than her. Tiffany - She decreases the attack of a single girl by 40% for 4 rounds, but she's weak and nobody plays her even as beginner in the Grand Arena. White-horn Unicorn - She can decrease your girls attack too, but you'll most likely never meet her in PvP. Countered by No one, since there is nobody affected by Maggie.

Rating by Y2 standards
Maggie is borderline useless besides filling a gap in your PvE Water team. Don't bother promoting her beyond promo 3. You will replace her with either Ingrid or Winni rather quickly.

Summary and overall rating
Maggie would have been a tad bit more useful if she were just as available as a Y1. But she isn't. Her skill is mediocre in PvE, borderline useless in PvP, and she will take more time to evolve than a fair amount of other Y2 girls. She seems to have been designed for multi-element PvE stages... which don't exist. She seems to have been designed as a counter to Geneva... except that she doesn't do it well enough and doesn't serve any other purpose. As gorgeous snooker can be with Maggie, as sexy her poses can be, Maggie remains a complete failure in battle. But it's alright, we still carry her in our hearts anyway. Cherish her by keeping her away from harm in your collection. And her bear pendant has become an iconic figure.

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Availability
Margaret is available only once a year around Easter, first as step-up summon in 2021, then as Revival Summon the next years.

PvE
Margaret is the best Fire Sports that you can find in PvE. She has higher HP and Recovery than Zoey, her skill mitigates incoming damage better and it also increases the Fire skill damage output for the entire team. Which is definitely amazing for the "End mission with an attack skill" star objective. Her only weak point is that her skill's damage mitigation is ineffective against Water attacks, which will be an issue only in very, very late PvE against multi element mob teams (beyond Chapter 18). If you want to take on those (way) harder challenges, then you will have to resort to Zoey instead... or a Sports of another element such as Christmas Devils. Otherwise, Margaret will be your best bet. Unfortunately, the difference in efficiency between Margaret and Zoey isn't enough to justify building Margaret solely for PvE, especially when considering the hardest challenges. Zoey can do the job too, and she doesn't require a step-up summon or event tickets.

PvP
Margaret is one of the very best Sports available in PvP. Her skill acts exactly the same than in PvE: mitigating all damage except Water, along with buffing Fire skill attacks. But what makes her really great, is that she does so with a cooldown of only 5, effectively allowing her to decrease the vast majority of skill damage, including most Science's. Unfortunately, since she doesn't mitigate Water damage and enhances only Fire damage, she tends to force you to use at least a second Fire girl in your team and leave you more open to the said Water attacks. That is the reason why, although tempting, you shouldn't use more than a second Fire girl besides her in a Defense team. As a result, Margaret is a girl who will really shine as attacker: the Defender doesn't get to choose to face her with Water girls. Given her very high HP, her very high Recovery for Sports standards as well as the nature of her skill, Margaret is able to fit both in classic teams as well a in heal teams. Even if you use her in a Defense teams, where she isn't as comfortable as if she were in an attacker team, she will still remain a solid asset. In other words, Margaret is very versatile and playable in a wide variety of setups, as long as you use a second Fire girl besides her. That makes her a very solid investment that you can rely on. Awakening PvP passive Margaret will make Fire girls regenerate a subtantial amount of HP in the beginning of the battle, based on their Recovery. While it is rather negligible in classic teams, it can amount a bit more in a heal team, though that still won't be terrific. Recommended spot in your PvP team Ideally in Spot 2 to mitigate as much skill damage as possible, but you may actually move her around your team to fit your real needs, depending on your opponent as well as the other girls in her team. PvP synergies Giselle - The most obvious girl to team with Margaret is Giselle, since she's a Fire Arts. Margaret increases Giselle's direct skill damage, but not the burn, so the actual increase in Giselle's damage output is lower than 30%. Iris - This is the real girl who will be boosted the most by Margaret. That is because she has a very high damage multiplier on her skill. It is even more amazing that just that: Margaret is one of the two only girls (along with Freya) who can buff Iris while still slotting Iris in Spot 3, allowing her to unleash a devastating blast as early as round 7, which may be crucial to take down a heal team. Freya - She clearly doesn't deal as much damage as Giselle or Iris, but it's possible to combine both of them for an even greater damage output for either Iris or Giselle. Do keep in mind that it's starting to make a lot of Fire girls in the same team, so be careful. Venus - Margaret can fit in a heal team, and although Venus's damage output isn't the greatest, it's still nice to be able to buff it while providing her (and the other Literature in the team) with Margaret's top notch HP and Recovery. Christina - Just like every Sports, Margaret enhances the healing power of Christina. Do note that Margaret's buff to skill damage does not work with Christina's skill, since it scales on her opponent's HP. Geneva - Using Geneva and Margaret together allows you to provide your entire team with an extreme damage reduction. An awakened Geneva will even provide an extra damage reduction against Water, which is exactly what Margaret cannot mitigate. Counters Teams without any relevant Water damage output Most offense oriented or disrupting CD6 girls - Iris, Luna, Alberta, Geneva are all girls who usually use their average cooldown to either drill a hole through your defenses quickly or to disrupt it. Since Margaret has an even lower cooldown, they won't be able to prevent Margaret from protecting her team. Countered by Lucy, Elva, Violet, Caroline - All of those Water girls represent the main threat against Margaret, since she won't be able to mitigate their damage output. Ingrid - If you use 3 or even 4 Fire girls in your team to deal maximum Fire skill damage, Ingrid can singlehandedly negate all of that very easily and as quickly as Margaret. Grace - Since she is Wind, Grace is likely to suffer enormous skill damage from a buffed Fire girl, but her skill will make it backfire.

Summary and overall rating
Even though she has her very obvious weaknesses, Margaret remains an extremely solid Sports to have for both PvE and PvP and she is very worth saving/spending for. She isn't an absolute necessity because Zoey is still there for PvE purpose, so don't feel too bad if you missed Margaret or failed to evolve her to her maximum. If you have her and want to use her, try not to be too greedy by filling your PvP team to the brim with Fire girls: that's not necessarily the most efficient thing to do. Contrarily to what her impressive weapon suggests, Margaret is very bad at dealing damage, so she won't hesitate to use her own body to honor her knighthood. Kiss the lady's silver armored ring to ask for her assistance, and then don't forget to reward her hidden lewd beast once she's done her job. She won't openly admit it, but she loves that.

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Availability
Mina is one of the 4 carnival fox girls, available only during the monthly carnival. As such, she is fairly available for Y3 standards, both for paying and F2P players: you can obtain her fragments (and awakening stones) every month. However, you will not be able to raise several fox girls at the same time, unless paying a big amount of money, knowing that the fox girls are twice more expensive than the other Y3.

PvE
Mina is simply the very best damage output you will find for her own element. Lightning in her case. Not only she has a way higher attack stat than Juliana, but her skill is also way more focused on raw skill damage output, which will prove to be particularly useful for the "End mission with an attack skill" star requirement. If you have difficulties beating the Energy Boss, Mina will turn his portal into a trivial matter.

PvP
Mina can be summed up as being raw, brutal damage. Even though she isn't as popular as Giselle in terms of first choice as a fox girl, Mina still stands on almost equal footing when it comes to overall power. Giselle is usually preferred because she can dispatch most common teams a bit easier, but Mina will be more efficient against teams with low HP and she deals the *entirety* of her damage at once. In particular, Mina will excel against heal teams. Just like in PvE, Mina is strictly better than Juliana for two major reasons: she has a higher attack power and her skill will inflict greater damage whatever the opponent, instead of only against Water. You can safely use Mina in all PvP modes: arena, tower and Grand Arena. But keep on getting her fragments in the carnival every month if you want her to "keep up with the pace". Else she will be left behind with fewer stars than the rest of your girls. And your opponent's. Awakening passive Mina's regular attack becomes multi-target, similarly to a multi-target skill, and the first one of those regular attacks also has an increased damage output at awakening 2-3. It is helpful at being more consistent in hitting Water targets and destroying heal teams quickly. Recommended spot in your PvP team Usually in spot 4, since she's usually the stronger Arts in your team. Unless you use Giselle, Awakened Elva or Camille in the same team, in which case those take spot 4 and Mina takes spot 1. PvP synergies Lucy - Both Lucy and Mina are excellent at dispatching heal teams, and Lucy can amplify Mina's damage output even further. Clara - Clara is usually rather average or even mediocre in PvP, and clearly not as good as Lucy at that job, but she can increase the damage received by your opponent, and her awakening also buffs two of your arts for a few rounds in the beginning of the battle. Una - Una is usually regarded as mediocre in PvP, but it's possible to get the maximum out of her skill easily with someone who deals immense raw damage such as Mina. Abby - Abby has an added buff if she is teamed with Mina, but it's still advised against using her. Counters Heal teams - They are very, very bad at surviving against raw and quick damage output such as Mina's. Christmas Devils - Her taunt will also attract Lightning to herself, which guarantees an immense damage received from Mina. Her awakening will negate that to some extent though. Countered by Haley - Haley can reduce Mina's damage output significantly by combining both the elemental advantage as well as her skill's damage reduction.

Summary and overall rating
Even though most players will choose Giselle as their first fox girl for her versatility, choosing Mina first is debatably an equally good choice. Especially if you want to have *someone* who is decently able to dispatch heal teams, which Giselle has difficulties against. Sadly, even though she is way better than Juliana, the mere existence of Juliana makes Mina much less of a necessity than Giselle, since there is no Y3 Fire Arts besides Giselle herself as of today. As a result, Mina will often be the second fox girl a player will build after they reached a level of power they consider acceptable with Giselle. If you feel like choosing Mina just because you find her cuter: listen to your heart and go for her. She will blitz elegantly through everything and anything with a large smile to please her senpai, with a strength that is equalled only by her moe.

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Availability
Monica is fairly available as a Y2 girl, though not as much as a few others like Bonnie. You can obtain her from basic summon and step-up, but she is nowhere to be obtained in Story or frag exchanges. You will eventually max her even as F2P, but it will take a long while, most likely more than 6 months.

PvE
Monica isn't exactly bad in PvE, but she's not good either. She's a Fire Sports, so she brings in HP, but beyond that her ability is barely any useful at all. Since you will be trying to build mono-element teams as soon as possible, you will be looking to build a full Fire team to engage Wind stages. As a result, Monica's skill is far less powerful than Bonnie's. Her only redeeming factor is that her ability deals damage to two targets, but even then, since she's a Sports, that won't weigh much in the battle. Monica is only barely acceptable to fill in the gaps to build your first Fire team, and then she'll most likely be the first girl you'll kick out after Pamela, unless you really don't have any other Fire Sports. Which is unlikely to happen, due to Bonnie's slightly higher availability.

PvP
Monica is outright useless for PvP. Her ability can only ever be somewhat useful against Giselle, who is the only one who can burn your girls. But even then it could only ever be significant when Giselle has more than 1-2 stars, and sending Monica against such a strong Giselle is pure suicide, given the huge gap in stats between a strong Y3 and a lightweight Y2. If you want to get rid of Giselle's burn, Venus does a way better job at that. If you want to reduce the overall damage that Giselle deals, Ingrid is simply way better at that job, especially when Giselle has only 1-2 stars. There. There is nothing else to say. Monica is useless. Recommended spot in your PvP team Provided that you haven't got any other option but Monica, use her in spot 2, unless the opponent Giselle is in spot 3, in which case place her in spot 3 as well. PvP synergies None. Counters Giselle - As already stated, Monica works to some extent against Giselle, but it's still mediocre. Yandere-chan - She can inflict a burn effect too, but you'll most likely never meet her in PvP. Countered by No one, since there is nobody affected by Monica.

Rating by Y2 standards
Monica is borderline useless besides filling a gap in your PvE Fire team. Don't bother promoting her beyond promo 3. Her only redeeming factor is having higher Recovery than Pamela despite being Sports.

Summary and overall rating
Monica would have been a tad bit more useful if she were just as available as a Y1. But she isn't. Her skill is mediocre in PvE, borderline useless in PvP, and she will take more time to evolve than a fair amount of other Y2 girls. She seems to have been designed for multi-element PvE stages... which don't exist. She seems to have been designed as a counter to Giselle... except that she doesn't do it well enough and doesn't serve any other purpose. As gorgeous Kyudo can be with Monica, as sexy her poses can be, Monica remains a complete failure in battle. But it's alright, we still carry her in our hearts anyway. Cherish her by keeping her away from harm in your collection.

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Availability
Natalia is fairly available as a Y2 girl, though not as much as a few others like Bonnie. You can obtain her from basic summon and step-up, but she is nowhere to be obtained in Story or frag exchanges. You will eventually max her even as F2P, but it will take a long while, most likely more than 4-5 months.

PvE
Natalia is very good in PvE. Unfortunately, since you already have Erica as Y2 Fire Arts, you won't use Natalia much besides filling a gap in your first Fire PvE team. Even if she has a higher base Attack. You will therefore be replacing Natalia rather quickly with the first Y3 Fire girl you get, if using her at all, since you will be more likely to use multiple Fire Sports or maybe using an evolved Pamela. Natalia's skill has the interesting particularity that it's able to deal way more damage than Erica's against a single target, so that may be handy for completing an "End mission with an attack skill" star objective. So overall, you will probably discard Natalia soon enough, or perhaps not even build her at all because you'll prefer sticking with Pamela and Sports before switching to any Y3 Fire girl.

PvP
Natalia is very decent in PvP. Her cooldown of 6 allows her to fit in a wide array of beginner teams in the arena and Grand Arena, taking the spot that is usually used by Science. While Science girls are usually borderline useless at low stars, Natalia still does a decent job at low stars. Natalia is therefore recommended very often to beginners just for that. When the said beginners don't have 3 Y3 Arts to assemble their arena team. You will therefore see a few other players using Natalia in the arena and Grand Arena, and for good reasons. Natalia's skill is roughly a damage output a bit less powerful than the average of Arts, but in exchange it has a cooldown of 6 and will do higher damage if it lands on a Wind girl. Feel free to use her in your debut in arena, tower and Grand Arena, but do think about discarding her mid-game for a Y3 Arts or Y3 Science. Recommended spot in your PvP team Spot 3. PvP synergies Erica - She will allow Natalia to benefit from the Fire debuff applied to the opponent, but then you will probably want to play Natalia in Spot 1 for the increased damage to be applied on her skill instead of her next regular attack. Counters Nothing in particular besides elemental advantage or general Arts usage. Countered by Ingrid - Do expect to be attacked by Ingrid if you use both Natalia and either Erica or Giselle in a Defense team. She will cripple all their damage output and give a decisive edge to the attacker. Christmas Devils - Depending on the server you play in, you may or may not meet her, but she will cripple Natalia's damage output very strongly due to Natalia's skill being single target.

Rating by Y2 standards
Natalia is not the most useful girl one could find in the Y2 panel due to the excellent availability of both Erica nd Giselle, but she still does a very good job at filling your spots in both your PvE and PvP teams until you have access to more Y3 girls. You can therefore build her a bit, but not too much either.

Summary and overall rating
Natalia is one of the best girls one could get in the Y2 basic pool, but sadly, since there is no Hard chest nor Hard node to get a few more frags, that limited availability makes her useful for only so long before using someone like Giselle, Freya or Christina. She will help you a bit in your debut both in PvE and PvP, but that is as far as you will use her, and therefore build her. Thanks to Natalia, you will learn that the pen is mightier than the sword, literally. Especially when handled by a cute girl and a famous spirit who team together, both in battle, and in the other kind of battle. Sex is better with creativity after all.

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Availability
Nydia is one of the most available Y2 girls. You can obtain her from basic summon, step-up, tower exchange, in Story Hard chests and you can farm her frags in some Hard nodes. However, due to her availability in the basic summon pool and the step-up, as well as her general usefulness, it is not advized to obtain her fragments in the tower exchange or to farm her specifically. You will eventually max her even as F2P, although it will still take a few months.

PvE
Nydia is the kind of girl who doesn't exactly do the job one would expect her to do. If she is a decent Recovery stat stick to power up the effect of the healing runes, her skill isn't used to provide you with extra healing. Is it a good or bad thing? It's up to your taste. Some players will appreciate the buff to their PvE team to deal much more damage in one single round, similarly to what arts do, even though Kirara already does that job very well. Overall, Nydia is neither good nor bad in PvE, but Taylor is a slightly better option because she has roughly the same effect damage wise, except she also heals a bit. Nydia is the kind of Y2 girl whom you will promote a lit a bit for PvE, because she's still a bit more available than Taylor, and you usually don't have any Y3 option to take the stead of a Y2 Lightning Literature: only Little Reislin and Geneva can decently take that spot, and they are event limited.

PvP
Nydia suffers in PvP from the same issue than in PvE: providing buffs to your team instead of healing. However, the reason why it is an issue is different: as a Literature, Nydia brings in very little HP to fit in a classic team of Arts and Sports, whom are the ones who could benefit from her buff. There are also very little girls against whom her own damage can be protected from, and some of them are rarely seen in PvP anyway. In a Literature team, while she does bring in a correct Recovery stat to be used by her team mates, the mere fact that she focuses on dealing damage without healing means that she won't contribute to extend the battle, effectively reducing the effectiveness of the heal team by a significant amount. That peculiar behavior may be interesting in some circumstances, typically bringing in a bit of firepower to avoid a 40/40 stalemate against another heal team, but that occasional usefulness isn't enough to justify investing resources in her. In a heal team, Nydia will also be unable to buff anyone's Attack besides Taylor's or Amy's, if you use Amy as a HP sponge. That being said, since Nydia is practically the one most available Y2 Literature girl, effectively being rather F2P friendly, you may still need her to build your very first heal team for the tower or Grand Arena due to not having enough arts and sports. Recommended spot in your PvP team Usually at spot 3, unless you have Alice or Crystal. PvP synergies Sadly, Nydia doesn't combine well with anyone but Taylor and Amy. Counters Geneva - Nydia is a mere Y2 Literature, so protecting herself from a Y3 Science who will flatten her anyway is not very advisable. Hazel, Haley - Nydia's skill will not suffer from the specific damage reduction tied to their abilities, but she will still inflict lower damage from element disadvantage if she hits a Wind unit. Christmas Devils - Nydia's skill will bypass Christmas Devil's damage reduction, deal extra damage thanks to elemental advantage, and will be taunted to attack her in all cases. Lucy - When your team's below 50% HP, Nydia's skill is unaffected by Lucy's skill. Tiffany, Phyllis - Two girls who are as commonly used by beginners as Nydia, and who won't affect her. Countered by Flora - Amusingly, Flora will reduce Nydia's damage output indirectly, by reducing her Recovery stat.

Rating by Y2 standards
Nydia is not the kind of Y2 girl whom you will use for long, beyond filling spots in your PvE Lightning team. Even Priscilla 5 will be more useful to you.

Summary and overall rating
Nydia is the kind of girl who would prove to be of decent use if she weren't drowned in the massive size of the Y2 basic pool, making her unable to reach 5 stars quickly enough before you have access to decent (Y3) options. She isn't exactly outright unplayable, but it takes a lot of effort to pull the best out of her, and she will only really shine in very, very rare occasions. While she is able to bypass a lot of potential annoyances (as seen in the "Counters"), in practice she will be overwhelmed by the sheer strength of the Y3 girls, while the Y2 she counters are just either as mediocre/bad as her, or simply rarely seen in PvP. Overall, Nydia is one of the oldest girls of the game, and she is cursed with becoming ever more useless by the time, especially when Taylor is simply the "better option" as far as Y2 girls go. You will still love her for her lewds though: at least she's good at that, and she has the merit to catch the eye of potential new players in ads.

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Availability
Just like every Y1 girl, the game will shower you with her fragments. You should be able to get her at 5 stars within 2-3 months even as F2P.

PvE
Pamela is weak. Very very weak. Being Y1 Science means that none of her stats will excel. Her Attack is barely greater than a Y2 Sports. Her HP is barely greater than Erica's or Sarah's. And her Recovery is straight out beaten by Bonnie and Monica. The only redeeming thing is her skill that can help a bit at chaining combos, but even then we're talking about bomb runes, which are not as handy as bolt runes. Pamela is the kind of girl who does fit in your beginner team for the sake of completing your fire team, but then you'll quickly discard her away as soon as you get a 2-3 stars Y2 or a Y3.

PvP
Amusingly, Pamela is not as bad in PvP as she is in PvE. She is even fit to be used in your very, very first arena team when all you have are the 4 Y1 girls + Erica + Chris. While she has her terrible Y1 stats, her skill's debuff is simply even stronger than Erica's: it is basically the same, except it is not tied to any element. In other words, Pamela excels at drawing more firepower out of your stronger girls, typically Erica or Elva. That being said, Pamela herself is a burden due to not only having weaker stats, but even allocating stats in the one thing that is useless for a classic team: Recovery. So do use Pamela in your starter teams, since she will have more stars than your Y2 girls anyway, but also do discard her for just any Y3 girl whom you've just unlocked at 1 star, even if it's Alberta or Vivian. The raw stats of a Y3, even if their skill is absolutely useless, will be enough to make them better than Pamela. Recommended spot in your PvP team Usually at spot 3, to boost the damage dealt by your Arts in spot 4 and spot 1. PvP synergies Erica - How convenient. Pamela in spot 3 boosts Erica's skill damage, who herself will boost back Pamela's next regular attack. Provided that they hit the right opponent, that is. Arts in general - Not as well as Erica, but it's worth noting that Pamela will enhance the damage dealt by the Arts of any element. Including Elva. Counters Pamela's skill isn't designed to counter anything in particular, but she can prove to be somewhat effective against heal teams. Countered by Venus - You have a fair chance of seeing a Venus 1 used by your opponents when you use Pamela yourself, and she does can purge one of Pamela's debuffs.

Rating by Y2 standards
While it wouldn't make much sense to compare Pamela to the other Y1 girls, it is more fit to mention that she sadly can't compete in usefulness against most Y2 girls. In particular, as Fire go, she is roughly on par with Monica when it comes to general usefulness. Be it PvE or PvP, you will discard Pamela rather quickly.

Summary and overall rating
It is sad that our sexy delinquent performs as poorly as she does. You'd expect someone with such a background to perform better than that. As much as you'd like to use her, her terrible stats alone make her unfit to be promoted beyond promo 4-5. That being said, Pamela remains a girl important to the game because she's a Y1 whom you desire to evolve for the sake of her poses: at least she manages to be sexy and unexpectedly cute. It's alright Pamela, we love you even if we don't use you in battle.

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Availability
Just like every Y1 girl, the game will shower you with her fragments. You should be able to get her at 5 stars within 2-3 months even as F2P.

PvE
As surprising as it may seem, Phyllis is not that bad in PvE as to deserve a flat 0/5, compared to what one would expect out of a Y1 or Y2 girl. She does tank better than a Y2 Science with raw HP alone, and while her skill clearly isn't the best, it isn't the worst either. Phyllis does her job of tanking in your beginner multi-element teams mildly well (Chris beats her at that...), and that's all that should be expected out of her. Don't focus on her pathetically low damage output, because that's clearly not her role. As soon as you have a 5th water girl (ideally a Y2 or Y3 Water Sports), kick Phyllis out first. If you're F2P and want to do so moderately quickly, do consider gathering Ingrid's memory frags in the tower: she's a straight up huge upgrade both in stats and skill, on top of being very hot.

PvP
Phyllis is one of the very, very rare girls who can be rated a flat zero in performance. Her inefficiency comes solely from the fact that her skill doesn't deal any damage at all to the opponent, while reducing the incoming damage to your team only to a debatably useless level, even at 5 stars. Add to this the fact that Chris is given to beginners as well, and Phyllis has an absolute zero use for both arena and Grand Arena. At best, you can use Phyllis in your tower setup for the sake of reaching the amount of 8-12 girls in your deck, but that's it. Even then, you should never use her in a full team, but only as "finisher" (sending her alone) after a defeat, for the sake of avoiding to waste your more useful girls on cripples. There really is nothing else to say about Phyllis in PvP. She's just outright bad and can almost be considered as giving more strength to the opponent to beat you. Recommended spot in your PvP team If you're masochist enough to play Phyllis anyway, she should go in spot 2. PvP synergies Even if she's a Sports who reduces incoming damage, Phyllis doesn't bring in enough HP to be considered as a tank for a heal team. So she has no synergy with anyone. Counters Nobody. Countered by Everyone.

Rating by Y2 standards
While it wouldn't make much sense to compare Phyllis to the other Y1 girls, it is clear that almost everyone is more useful than Phyllis in the Y2 spectrum. There is actually even worse.

Summary and overall rating
Sorry Phyllis, but as much as you are energetic and willing to help. Being chaos incarnate and a meme won't grant you stars in your review. You barely do your job at helping beginners getting started in the game, and that's about it. They can't even use you at all in PvP, contrarily to the three other Y1. Do learn to actually hit with your rope, make it more sturdy or something. Until then, your face will remain the symbol of pepegas.

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Availability
Just like every Y1 girl, the game will shower you with her fragments. You should be able to get her at 5 stars within 2-3 months even as F2P.

PvE
Priscilla's healing skill is rather weak, even at 5 stars, so your only reason to use Priscilla in PvE is when you absolutely need her to have an entire team of Wind girls. Even Abby is more useful than Priscilla, as far as Wind Literature girls go: the healing is roughly comparable, but Abby still has higher stats and does inflict a bit of damage with her skill. If you have neither Vivian, nor Alice, nor Abby, it's fine to use a Y2 Science (Tiffany or Sylvia) instead of Priscilla: their recovery might be inferior, but they will make up with a lot of HP as well as actual damage output.

PvP
Priscilla is the kind of girl who can perform way, way better than one would expect out of her. She definitely doesn't fit in any mid-late game team, but Priscilla 5 still can be used to build a basic heal team if you have the proper girls (Y3 Literature girls such as Venus or Una, or a rock-solid Taylor/Alice/Crystal 5) to team her up with. It can be particularly useful when your have very little girls to assemble your tower teams or Grand Arena teams, and you happen to have a few decent Literature under the hand. Priscilla 5's potential strength in PvP comes from her healing being able to reach high numbers thanks to using her team mate's Recovery. In particular, a Y3 Literature girl, even at 1 star, will provide a large amount of Recovery for Priscilla to generate a big healing. In a Defense team in Grand Arena, Priscilla 5 can easily catch off guard your attackers who will underestimate her. Recommended spot in your PvP team Usually at spot 3, unless you have Alice or Crystal. PvP synergies Every girl who has a higher Recovery. In particular, beginners will appreciate teaming Priscilla 5 with Venus 1-2 or Una 1-2. Vivian 1-2 is also fine, even though she won't heal herself. Alice 5 and Crystal 5 are also fine, but if you have them, you most likely don't need Priscilla anymore. Counters Just like every Literature girl, Priscilla is fit to be used in a heal team to attack teams that lack firepower. Countered by Flora - Priscilla is indirectly affected by Flora due to using her team mate's Recovery stat for her skill. It is unlikely, however, to face a solid Flora as opponent when you have the strength of a beginner/F2P.

Rating by Y2 standards
While it wouldn't make much sense to compare Priscilla to the other Y1 girls, it if worth noting that Priscilla is a girl who does can be useful compared to the Y2 standards. Since she's also cheap to upgrade, she is worth building and promoting up to promotion 6.

Summary and overall rating
Even if Priscilla can perform way better than one would expect from a Y1 girl, she still remains a Y1 girl with Y1 stats and a Y1 skill. Even though she does deserve being promoted a bit, Priscilla 5 cannot perform as well as a 5 star Y2 girl would (including Nydia and Abby), and that's why you should think about discarding her sooner or later. Just like Erica and Chris, Priscilla is a nice gift for new players, but she will be able to carry on only for so long.

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Availability
Rayna can be acquired in the tower exchange only, which makes her one of the most accessible Y2 girls as well as a priority expense of your tower exchange currency. A F2P player can expect to get Rayna to 5 stars within 2-3 months, provided he plays Hard tower everyday and spends his tower currency exclusively on her.

PvE
Rayna is very powerful when it comes to PvE content. Since you will use her exclusively in Lightning stages, she will typically output slightly less damage than an equivalent Erica in her regular attacks, but slightly higher damage when using her skill. Rayna is the only Y2 Wind Arts, while Y3 has Camille and Luna. Camille being available only twice a year, Luna only during carnival. This largely contributes to Rayna being the #1 recommended expense in tower. The Coin Boss is also a major reason to obtain and evolve Rayna, as defeating that boss is all about dealing as much damage as possible. However, even with those considerations, Rayna is not as necessary as one would think. It is possible to substitute Rayna with Sylvia, who may be Science, but whose higher growth rate ultimately makes her attain a greater Attack stat than Rayna, on top of having way higher HP and Recovery. At level 60, Rayna and Sylvia have an almost identical Attack, though Sylvia will deal damage on a single target with her skill with a higher power, which is often preferable.

PvP
Rayna can be considered as some sort of "light weight" Arts unit in PvP. She does benefit from a cooldown of 6, which is definitely better than the classic "heavy duty" Arts who has a cooldown of 7. Unfortunately, that lower cooldown comes at the price of risking to deal significantly less damage (30% less!) when no matching element is hit within her 3 targets, as well as not providing any buff to her own element either, unlike Erica or Cecilia. Does it make her not worth bothering for PvP? No, she's still very fine to play, and she can take the spot of a Science unit to go in a perfect 3 Arts + 1 Sports setup. Simply do keep in mind that Rayna will need 4-5 stars to be decently playable in PvP, and that all she needs is a single Lightning unit in the opponent team to perform reasonably well. It also means that it's fairly easy to minimize the power of a Defense Rayna by simply going against her without any Lightning unit. Despite her qualities, you won't see Rayna often in the regular arena, but she will be more frequent in the beginners teams in the Grand Arena. Don't hesitate to use Rayna in the arena as attacker (much less recommended in your defense team however) as well as your Grand Arena beginner teams. But in all cases you'll ultimately want to replace her with Sylvia or a Y3 girl. Recommended spot in your PvP team Preferably in spot 3, but if you already have a Science unit in there (Jodie, Sylvia), use her in Spot 1 instead, as your "heavy duty" Arts (Erica or your Y3 Arts) will be in spot 4. PvP synergies Sylvia - When placing Sylvia in spot 3 and Rayna in either spot 4 or spot 1, Rayna will have a very high chance (75% chance) to hit the unit afflicted with Sylvia's debuff, which represents an overall increase of 13.3% in the total damage dealt by Rayna. Or more if the target is Lightning. Counters Lightning teams - By design, Rayna is able to deal an enormous amount of damage in teams that have 2 or more Lightning units. It is worth noting that it is the case of the strongest bots in the arena, who always use both Amy and Alberta. Countered by Lightning free teams - In particular, it is easy to go around a Defense Rayna by merely playing without any Lightning as attacker.

Rating by Y2 standards
Rayna is a very decent Y2 unit, no doubt about it, and you will want to build her a bit before having access to more serious stuff, such as Sylvia 5 or Y3 units. While technically on par with most Y2 when it comes to her abilities, her availability in tower allows her to reach 5 stars faster, which makes her more useful than average.

Summary and overall rating
Rayna is not an absolute necessity, but she's a solid value to own early on until mid-game, especially for F2P players. With utmost effort, it is even possible for a F2P player to obtain Rayna 5 before Erica 5. If you already have Camille or Luna, you can skip Rayna entirely. If you have Sylvia at 3 stars or above, you can either just go for Sylvia instead (because she's more powerful overall) or just get both for a good synergy in PvP. Do keep in mind that Rayna's lower cooldown comes at the price of being more sensitive to the opponent's team composition as well as being easier to go around when used in a Defense Team. So don't expect the "light weight" Rayna to be as reliable as a "heavy duty" Erica/Cecilia. So overall, Rayna is a charming and reliable bunny girl who does have her weak sides. Do listen to your heart and answer "yes young lady" when her looks are calling you: she's worth it both for battle and for her poses.

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Availability
Saika is available only once a year around the end of Summer, first as step-up summon in 2021, then as Revival Summon the next years.

PvE
Do you want a girl who has ultra high stats or an amazing skill? If the answer is "yes", then Saika is your girl. She sports the very highest attack in the game as well as the most powerful skill of all Wind Arts. Her skill will simply wipe out the mobs with raw damage and allow you to build up combos very, very easily. To top it off, since Saika also has a self attack buff with that skill, it means that her next attack will be tremendously powerful thanks to the combination of that self buff and the huge amount of Wind stones that will be cleared. Simply put: Saika is a PvE goddess who puts even Camille at shame and who would deserve 6 stars out of 5. Is she worth sacrificing everything just for that? Maybe not, since there are already excellent alternatives such as Camille. But at least she'll certainly make things trivial.

PvP
Saika is excellent in PvP and even extremely powerful when used properly, but she's not really essential. Her strength comes out more from being used in proper team setups and matchups rather than just being very powerful by herself. As a result, she isn't a girl for everyone. Her skill is both her strength and her weakness at the same time: she will mow down teams that have Arts (including opponent Saika, funnily), but will be rather weak against teams that don't have any, such as heal teams. Her self buff against Lightning characters for her next regular attack is a small bonus, but she will usually not be used specifically for that, unless facing teams that have 2 Lightning girls or more. Even though she isn't the best Art to play in PvP, Saika is still very good overall and you still can safely use her in all PvP modes: arena, tower and Grand Arena. She is a very good asset for beginners and endgame players alike, playable at both low and high stars. However, be extra careful if you want to use her in an Arena defense team: it is very easy to launch an attack against you without using any Arts or Lightning, such as using a heal team. So if you field her in there, make sure that her team mates will be able to either boost her damage output or cover her weaknesses. Overall, Saika fits the standards of Arts, but she will not be as versatile as Elva or Juliana, not as straightforward powerful as a fox girl. Therefore she's mostly fit for players who want to get a wider panel of Art girls for their Grand Arena teams. Awakening passive Saika has a straightforward powerful passive that has a probability to buff her own attack in the beginning of her move, for the entire duration of the battle. The buff is guaranteed at 8 stars. It is arguably one of the very best passives in the entire game, since even at 6 or 7 stars the buff probability is very high for a powerful attack buff. The passive makes up for Saika's lack of power against non-Art girls. Recommended spot in your PvP team Either spot 4 or spot 1, depending on the other Art girls found in your team. PvP synergies Alizee - She is the best option to increase Saika's damage output, while also providing her with a buff against all incoming damage. Halloween Witches - She can also boost Saika's skill damage output, but she is more focused on raw damage than Alizee who gives a balance between offense and defense. Lucy - Lucy can amplify Saika's damage output even further, but due to the nature of her skill she won't be consistent and reliable to do that. Clara - Clara is usually rather average or even mediocre in PvP, but she can increase the damage received by your opponent, and her awakening also buffs two of your Arts for a few rounds in the beginning of the battle. Heal teams - It is quite unconventional to field an Art girl in a heal team, but since heal teams are usually beaten by using up to 3 Arts against them, Saika can assist your healers by providing a tremendous damage output against those Arts. Keep in mind that if you do that in a defense team, you are exposing yourself to regular heal teams, so it's usually not a good idea unless you know exactly what you're doing. Counters Classic teams - Obviously, Saika is specifically meant to counter classic teams that use Arts. Lightning girls - Saika is far from being as lethal as Luna at that job, but her small boost in damage against Lightning for her next regular attack is better than nothing. Countered by Saika - Amusingly, Saika is her own worst threat. In such a matchup however, the winner is determined by who has the better team mates, so she isn't that much of a real counter to herself. Heal teams - Saika is rather weak against heal teams, especially if they don't use any Lightning (Evelyn, Amy, Geneva). Her awakening passive makes up for it to some extent, but she remains inferior to other Art girls against those. Amy - Similarly to Camille and Iris, Saika gets a damage buff on her next attack if it hits a Lightning girl. And if that girl is Amy, it means that Amy will reflect quite a lot of damage back to Saika.

Summary and overall rating
Saika is an excellent addition to the game both for PvE and PvP. However, being optional for PvE, mostly an attack unit who becomes good when awakened for PvP, she is a low priority girl to obtain in the panel of event exclusive girls as well as a girl mostly useful for heavy spenders. If you have to save up your event tickets, it's advisable to keep them for someone else. The pen is mightier than the sword. Especially when the ink blinds your opponent or makes him slip and fall on their back. Ok, not very convincing said that way, so allow the adorable Saika to make a demonstration by annihilating the blade wielding brutes who serve as her opponents. She has so much dexterity that she can use her brush in very unexpected and hot ways that will melt your heart. So teach her how you write in white, she'll be glad to learn a new calligraphy from you.

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Availability
Sarah is fairly available as a Y2 girl, though not as much as a few others like Nydia. You can obtain her from basic summon and step-up, but she is nowhere to be obtained in Story or frag exchanges. You will eventually max her even as F2P, but it will take a long while, most likely more than 4-5 months.

PvE
Sarah is very good in PvE. Not the greatest, but definitely very good. She does her job of healer very very well by having an average Recovery (for Y2 standards) as well as a skill that is arguably one of the very best you could get on a healer. For instance, nobody else is able to provide you with no less than 3 support effects: immediate burst heal, spawning heal pills (and not out of her own element, unlike Venus) and applying a debuff to a Wind enemy. The tradeoff is dealing no damage with the skill, which is problematic for the star requirement "End mission with an attack skill". But despite all of her qualities, Sarah is simply barely worth being built for PvE, unless you have a lot of luck when summoning. The reason: Venus. By the time you will evolve Sarah to a decent level (due to her limited availability for Y2 standards), you will already have Venus at your disposal thanks to her wheels or with a bit of luck when summoning. Or perhaps you will have Christina during Christmas. So overall, Sarah is very good and really feels like a Y2 version of Priscilla, but unfortunately she is not available enough to be of real use.

PvP
Sarah is very decent in PvP. She doesn't compare with Crystal of Alice, but she remains decently playable nonetheless. Her gameplay is almost the exact same as Priscilla's: she has a cooldown of 6, she has an overall heal multiplier of 3x0.8=2.4, but she also gives a short Reflect effect (similar to Amy's: it sends back some of regular attack damage received) to all Fire girls in the team. That Reflect, however, is very short on duration and doesn't reflect much back, so it's rather negligible. The debuff to one Wind opponent is also mostly negligible, given Sarah's synergies. Therefore Sarah is clearly a Y2 version of Priscilla in PvP. Just like Alice, Crystal and Priscilla, Sarah pulls her strength out of her team mates Recovery. Which makes her very powerful when teamed with (awakened) Y3 girls like Venus or Caroline, who sport some of the very highest Recovery stats in the game. That beind said, if on the paper Sarah is decent in PvP, she is actually only on par with Priscilla when it comes to overall usefulness, and you will not see either of them often because it takes a lot of time to evolve her to 4-5 stars. Be careful before using Sarah in your arena defense team: your attackers will often have enough firepower to gather in only 4 girls, hence to overcome her healing. You may use her as attacker as well if the defense team you're attacking is fit. You can also use Sarah in the tower for easy lower stages clearing. But the one place where Sarah might find some real, serious use is the Grand Arena. You will usually replace your Priscilla in your starter heal team with Sarah, if you don't have anyone better until then. Unfortunately, since Sarah is Y2, your potential attackers will be rather wary of her, unlike with Priscilla. Long story short: Sarah is very decent for PvP as far as Y2 go, for being able to assemble a competitive heal team at a minimal cost, but her usefulness is limited by the amount of time required to evolve her up to an acceptable level. Recommended spot in your PvP team Spot 3. Unless you also use Alice, in which case Alice should be spot 3 and Sarah spot 2, to make use of her Reflect and leave the room of Spot 1 and Spot 4 to more important (Y3) girls. PvP synergies Venus, Caroline - The two queens of heal teams provide a big healing burst with their Recovery. Venus, in particular, can receive Sarah's Reflect buff, allowing for a tiny layer of defense. Alice - Be very, very careful when teaming Alice with Sarah. It's literally fielding two girls with zero skill damage, which almost guarantees ending up with a stalemate (round 40/40) against most team setups. Which is neat as Defender, but absolute suicide as Attacker. Crystal - She is a good and reliable Recovery stat stick who does attack on top of healing. Taylor - You can use her at a beginner level if she's 4-5 stars. Vivian, Una - They are generally regarded as inferior, but their high Recovery compared to Y2 standards may still make them preferable to a Y2 girl when teamed with Crystal. Amy - She is often used as a HP tank in heal teams, but teaming Amy with Sarah can be particularly interesting to have more girls buffed with a Reflect for consistency. For instance, if you play Amy Sarah and Venus in the same team, 3 girls will have a reflect. Counters Low firepower classic teams - In particular, anything that doesn't have 2 Arts will have a hard time to beat a proper defense heal team with Sarah in it. Countered by Flora - Since Sarah's heal power is directly tied to the team girl's Recovery, Flora will cripple Sarah's healing. You usually will never see a proper Flora in any attacker team though. Alberta - An attacker Alberta (whatever the amount of stars) placed right in front of your Sarah has 25% chance to paralyze your Sarah, effectively annihilating both your heal burst and your other buffs and debuffs. Jessie - She is usually never played in PvP, but an attacker Jessie placed right in front of Sarah has a 50% chance (!) to delay your Sarah's skill by 4 rounds, effectively demolishing your healing setup Raw firepower - Sarah herself has very little HP, so it's possible to deal critical damage to her team with sheer strength before she can even trigger her heal burst.

Rating by Y2 standards
Unlike Alice and Crystal, very little players promote their Sarah. She is mostly worth being built by F2P players who have Venus, Una, a Sports girl, but zero event Y3 Literature girl to fill the 4th spot. She is very powerful in an appropriate PvP setup, for a way smaller cost than a Y3 girl. But as far as PvE goes, you will usually never use her because you will have Venus.

Summary and overall rating
Sarah could have been a Y2 deity of the game if she was easier to evolve. She is mostly useful for F2P players who have very little Y3 girls even after a fair number of months and who have no way to get either Alice (being F2P) or Crystal (having Clara as priority over Crystal in the arena exchange). Even then, her usefulness is limited to tower and Grand Arena, though she does can keep up with the pace until mid-game Grand Arena. Which is great for Y2 standards. But just like the other Y2 Literature girls (Alice and Crystal), Sarah won't be able to carry you forever: you will need a proper (awakened) Y3 to take her stead for endgame purpose, even if she can do the job decently until the Grand Arena is swarmed with Awakening 1 girls. To sum it up, Sarah will mostly be the friend of F2P after a fair amount of months of patience, as she will be able to help them being competitive, replacing Priscilla in their beginner heal team. Sarah will teach you the ways to remain cool and composed, to win with cleverness and elegance as a humble F2P, instead of just shouting crying "I want to win!" like her childish shikigami.

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Availability
Sylvia is fairly available as a Y2 girl, though not as much as a few others like Bonnie. You can obtain her from basic summon and step-up, but she is nowhere to be obtained in Story or frag exchanges. You will eventually max her even as F2P, but it will take a long while, most likely more than 6 months.

PvE
Sylvia is excellent in PvE. She has greater stats than other Y2 as well as an easy to use, efficient skill. The only minor thing is that she turns Wind runes to Slash runes, but she does so without any condition. At higher levels, Sylvia can be considered as just as good as Clara (a Y3!) thanks to having a good skill. Tiffany, the other Y2 Wind Science, is leagues behind Sylvia both in terms of both stats and skill. It is worth noting that thanks to her superior growth rate, Sylvia gets as much Attack as Rayna (an Arts!) at Level 60 *and* deals superior damage to a single target with her skill. Above level 60, Sylvia becomes strictly stronger than Rayna. As a result, Sylvia becomes strictly more efficient than Rayna against the Coin Boss past that level. As a result, you can afford to kick Rayna, Hazel or Alice out of your Wind team before Sylvia if you want: she has all the stats. Although she doesn't have their skills, of course.

PvP
Sylvia is very good in PvP compared to Y2 standards, but not outright amazing either. Very good thanks (again) to her superior stats (reminder: an Attack equal to Rayna's at level 60). But then it's her skill that makes her not particularly great: she requires proper team mates for her skill to have a minimum of meaning and draw her full potential. And those team mates are really not easy to find besides Rayna. In other words, Sylvia will mostly be useful to you for being a stat stick for Attack and HP and not that much for her skill's effects. Which is already fairly nice, compared to what other Y2 Science can do. You will probably use Sylvia in the tower as well as in your debuts in the Grand Arena, but not in the regular arena. Be warned: your beginner opponents will probably do the same, and you will see Sylvia fairly frequently in their teams. When talking about damage, Sylvia will deal as much damage at level 60 as a Rayna who has hit one Lightning unit. Except that Sylvia *also* brings HP to the table. Sadly, because it will take you a while to evolve Sylvia, and most likely longer than Clara, you will usually prefer Clara over Sylvia, just because she has higher stats and can be awakened. Despite Sylvia having a skill that is more reliable. But don't hesitate to build Sylvia up to promotion 8-9 if you happen to have her at 5 stars and one of her synergies as well. In particular when you have invested efforts in building a Rayna 5. As for the comparison with Tiffany: once again Tiffany is leagues behind Sylvia both in terms of stats and skill. Recommended spot in your PvP team If you don't have any Wind Arts, spot 3 is preferable. See synergies for specific cases. PvP synergies Rayna - Sylvia has 75% chance to amp up the damage dealt by one of Rayna's 3 targets, for a global 13.3% boost if the target isn't Lightning, more if the target is Lightning. Place Rayna in either spot 4 or spot 1 (instead of her usual spot 3) to use that synergy. Luna - Sylvia will have 25% chance to boost Luna's main target as well as each extra strike on Lightning. Camille - You can choose to either boost Camille's (rather weak) skill with 75% success by placing Sylvia in spot 3 and Camille in spot 4, or to gamble on a 25% chance to buff Camille's "megasmash" for an even more devastating attack by placing Sylvia in spot 1 or 2 and Camille in spot 4. Halloween Witches - Sylvia and Halloween Witches are usually never played together, but it's worth mentioning that they are able to buff each other's skill and regular attack. Counters Nobody. Sylvia doesn't provide a decisive help against any specific team setup. Countered by Venus - Just like the majority of Science, Sylvia's debuffs can be cleansed by Venus.

Rating by Y2 standards
Sylvia is very good, but sadly she suffers from being replaceable by Clara (or Halloween Witches) in both PvE and PvP, which greatly reduces her potential usefulness. You can still play both together in PvE however, if you don't have any Y3 Wind Sports or any Wind Arts. At least she will definitely last longer than Tiffany and remain one of your Wind assets for a decent while.

Summary and overall rating
Despite being the #1 most powerful Y2 girl, Sylvia still can't qualify as the most useful Y2 due to Clara being easily obtainable. She remains a great asset nonetheless, especially for F2P players who cannot afford Y3 girls and have mostly Y2 at their disposal. Sylvia does manage to become more powerful than Rayna damage wise, but unfortunately it will take way longer to evolve her. So ultimately you will kick Rayna out of your teams before Sylvia, which puts them on an equal footing in terms of usefulness. Science has never been as thrilling as with Sylvia. She will show you the magnificence of Science like you've never seen it. Certainly with a bit of sadism and terror, but that's why we love her and fear her at the same time.

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Availability
Taylor is fairly available as a Y2 girl, though not as much as a few others like Nydia. You can obtain her from basic summon and step-up, but she is nowhere to be obtained in Story or frag exchanges. You will eventually max her even as F2P, but it will take a long while, most likely more than 4-5 months.

PvE
Taylor is very good in PvE. Not the greatest, but very good. She does her job of healer very well by having an average Recovery (for Y2 standards) as well as a skill that offers a good balance between healing and attacking. For instance, Taylor heals, buffs her team damage and deals skill damage. Being such an all-in-one propels her higher than Nydia, who can only deal (a bit less) damage while buffing the team. The only thing that could be reproached about Taylor's skill, is that it's a bit inconsistent, since it picks two random girls Recovery in the team. Amusingly, there is no Y3 Lightning Literature who is decently available, yet, to replace Taylor. The only option is Little Reislin, who is available only twice a year. That alone propels Taylor as best choice one can take as far as Lightning Literature go, for now. If you have both Alberta and Geneva, or even Little Reislin, you may skip building Taylor. And yet... Taylor is not that much of a necessity to build. Mostly because Nydia is more available, and a Literature girl is a Recovery stat stick before everything in PvE. In all cases, a Nydia with more stars is preferable to Taylor, even if she doesn't heal with her skill and if her base Recovery is slightly lower. But if your Taylor is 4-5 stars and you still have neither Geneva nor Little Reislin: don't hesitate to discard Nydia and use Taylor instead. So overall, Taylor is very good, but unfortunately she is not available enough to be really great.

PvP
Taylor is very decent in PvP. She doesn't compare with Crystal of Alice, but she remains decently playable nonetheless. Taylor's skill is rather similar to Crystal's, but usually regarded as inferior: more damage dealt, lower healing power, she debuffs the opponent instead of buffing her team mates. That's quite a big trade-off in exchange of having a cooldown of 5. And in practice... That is still OK. Taylor is only a bit less good than Sarah mostly because her stats are slightly inferior and her healing is less consistent. That being said, if on the paper Taylor is decent in PvP, she is actually only on par with Priscilla when it comes to overall usefulness, and you will not see Taylor often because it takes a lot of time to evolve her to 4-5 stars. Be careful before using Taylor in your arena defense team: your attackers will often have enough firepower in their teams to overcome her healing. You may use her as attacker as well if the defense team you're attacking is fit. You can also use Taylor in the tower for easy lower stages clearing. But the one place where Taylor might find some real, serious use is the Grand Arena. You will usually replace your Priscilla in your starter heal team with either Sarah or Taylor, if you don't have anyone better until then. Unfortunately, since Taylor is Y2, your potential attackers will be rather wary of her, unlike with Priscilla. Long story short: Taylor is very decent for PvP as far as Y2 go, for being able to assemble a competitive heal team at a minimal cost, but her usefulness is limited by the amount of time required to evolve her up to an acceptable level. Recommended spot in your PvP team Whatever spot is left after placing the other girls. But do place her Spot 2 if you really want to heal as soon as possible. PvP synergies Venus, Caroline - The two queens of heal teams provide a huge healing burst with their Recovery. Alice, Sarah - Taylor can support them by providing the damage output in their stead. Crystal - She is a good and reliable Recovery stat stick who does attack on top of healing. Vivian, Una - They are generally regarded as inferior, but their high Recovery compared to Y2 standards may still make them preferable to a Y2 girl when teamed with Taylor. Counters Low firepower classic teams - In particular, anything that doesn't have 2 Arts will have a hard time to beat a proper defense heal team with Taylor in it. Low firepower heal teams - Taylor is fit to take on Defense heal teams by trading a bit of healing power for a higher damage output, which allows you to remain at high HP while chipping away the defender's. Flora - Since Taylor has a cooldown of 5, Flora is unable to reduce the healing power of a Taylor placed in spot 2. You usually will never see a proper Flora in any attacker team though. Countered by Raw firepower - Taylor herself has abysmal HP, even lower than the average of Literature, so it's possible to deal critical damage to her team with sheer strength before she can even trigger her heal burst.

Rating by Y2 standards
Unlike Alice and Crystal, very little players promote their Taylor. She is mostly worth being built by F2P players who have Venus, Una, a Sports girl, but zero event Y3 Literature girl to fill the 4th spot. She is very powerful in an appropriate PvP setup, for a way smaller cost than a Y3 girl. You may also need her for PvE for a while, but unfortunately it's probably worth waiting for Little Reislin or Geneva to take her spot, or to simply promote and awaken Amy further.

Summary and overall rating
Taylor could have been a Y2 deity of the game if she was easier to evolve. She is mostly useful for PvE and F2P players who have very little Y3 girls even after a fair number of months and who have no way to get either Alice (being F2P) or Crystal (having Clara as priority over Crystal in the arena exchange). She does can keep up with the pace until mid-game Grand Arena, which is great for Y2 standards. But just like the other Y2 Literature girls (Alice and Crystal), Taylor won't be able to carry you forever: you will need a proper (awakened) Y3 to take her stead for endgame purposes, even if she can do the job decently until the Grand Arena is swarmed with Awakening 1 girls. To sum it up, Taylor will mostly be the friend of F2P after a fair amount of months of patience, as she will be able to help them being competitive, replacing Priscilla in their beginner heal team. Taylor will soothe both your pain and mind with a rythm gently drummed in of your opponents ears.

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Availability
Tiffany is fairly available as a Y2 girl, though not as much as a few others like Bonnie. You can obtain her from basic summon and step-up, but she is nowhere to be obtained in Story or frag exchanges. You will eventually max her even as F2P, but it will take a long while, most likely more than 6 months.

PvE
Tiffany in average in PvE. Very, very average. Her stats are average, her skill is neither good nor bad. It is a bit impractical though: you have to use Tiffany's skill in the beginning of the round, before proceeding to do moves to clear runes. The positive side of it is that it doesn't turn exclusively Wind runes to Bomb runes, but any Elemental rune chosen at random. But Tiffany suffers from fierce competition for PvE: Sylvia and Clara. Both are simply more powerful than Tiffany when it comes to raw stats. And Sylvia also has a skill that is more straightforward and easy to use. As a result, you will usually use Tiffany to complete your Wind team, but she'll be the first one you'll kick out after Priscilla. That doesn't mean she's exactly bad though.

PvP
Tiffany is mediocre in PvP. Her skill is too random to be reliable, and her stats way too light for her to be able to weigh decently. Sure, if the one she affects is the opponent Arts, it's a win. But if it's a Sports, it's almost like if Tiffany didn't use any skill at all. Add to this the fact that you can use Chris/Bonnie/Ingrid/Hazel for a similar but guaranteed effect as well as less stats allocated to undesired Recovery, and the coffin is nailed. Take into account the fact that Tiffany's skill has a cooldown of 7, and the coffin is double nailed. The only advantage that Tiffany has over the Y2 Sports, is that her damage reduction is not tied to any element, making her slightly less avoidable when used in a Defense team, for only one of the 2 Arts used in a classic team. There is worse than Tiffany to bring in battle, but there is a lot of better girls too. Only ever use her in tower and Grand Arena if she has lots of stars and you don't have much choice. You will see barely anyone using Tiffany, and rightfully so. Just like in PvE and as far as Wind Science go, Sylvia and Clara perform way better than Tiffany, by stats alone *and* by general skill usefulness. Recommended spot in your PvP team Since Tiffany doesn't have a great impact in battle, place her in whatever spot is left after placing your Arts and Sports. But if you really want to have a small chance to reduce the damage dealt by the opponent Arts skills, place her in spot 4. PvP synergies None. Counters Arts - Tiffany is an entry level Science mainly aimed at reducing the damage dealt by opponent Arts. She won't be consistent at it, but it's still better than not doing anything relevant at all. Countered by Maggie - A mediocre girl counters another mediocre girl. Maggie makes her team impervious to skills like Tiffany's. But you will likely not see her except in very weak teams in Grand Arena. Venus - Just like the majority of Science, Tiffany's debuffs can be cleansed by Venus.

Rating by Y2 standards
Tiffany is borderline useless besides filling a gap in your PvE Wind team. Don't bother promoting her beyond promo 3-4. You will replace her with either Sylvia or Clara rather quickly.

Summary and overall rating
Tiffany would have been a tad bit more useful if she were just as available as a Y1. But she isn't. Her skill is average in PvE, mediocre in PvP, and she will take more time to evolve than a fair amount of other Y2 girls. In PvP, you can simply use Chris/Bonnie/Ingrid/Hazel for a similar and more reliable effect as attacker, and her cooldown makes her barely able to do anything as defender. With Pamela, Tiffany is in the gang of the delinquents who act tough but who are actually softies unable to fight. Her sexy poses kinda agree with that.

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Availability
Una is a Y3 available in the basic pool, which means in Basic Summon, in wheels and fragment boxes. You can also obtain fragments in a few Hard nodes in Story and Monthly Carnival, but those means are not very recommended. A F2P player or a mere VIP3 cannot expect to evolve her to 5 star before at least one entire year.

PvE
Una almost does a very good job in PvE for what can be expected from a Literature girl. She brings in Recovery, a fairly high attack for Literature standards, and her skill allows one to heal by dealing damage to the mobs. Yet she still isn't perfect: dealing damage to a mob is very inconsistent, if not outright impossible when facing a combo shield in later PvE stages. And the percentage healed is rather low, hence demanding a very high damage output to be efficient. In practice, that skill is only really useful when you have chained a high combo when using your first two moves, yet somehow you haven't caught any heal pill in it, and you won't catch any during the last move either. That being said, Una remains better than Crystal just because of her Y3 stats, and she will become almost mandatory for the later PvE chapters, unless you have Caroline. And Caroline is an event limited girl who doesn't heal with her skill. So you don't really have any better option than Una to heal in PvE.

PvP
Una is on the lower end of Y3 girls when it comes to PvP. Simply because she doesn't fit very well anywhere. If you want to drain a lot of HP with her skill, she will need to be used in a classic team that has Arts. In such a team, her Recovery is useless and her abysmal HP will play agaisnt you as well. If you want to use her alongside other Literature girls, her Recovery will be useful to them, but then it's Una's skill that won't drain much HP due to her team mate's lack of damage output. Una has the particularity of having a cooldown of 5: you may be tempted to use her instead of the usual Sports because of that, but it's very risky to play without any Sports, especially when you assembled a heal team. So you may do it, but only with a lot of caution. Even though she is clearly subpar to Y3 standards, Una isn't entirely useless and will often remain preferable to a Y2 girl when she is evolved enough, or awakened. Solely because her stats will be way, way higher. In a starter heal team, she can also be used as a Recovery stat stick for Y2 girls like Alice or Crystal, even if she has only 1 or 2 stars. So overall, don't hesitate to use Una if you don't have anything better for your heal team, or even if you lack Y3 girls for your debuts in the Grand Arena. You can even use her in the arena against opponents who lack a bit of firepower. There are also very specific setups that do can get the best out of her, though it's still not ideal. Awakening passive Extending the duration of the HP drain buff may make Una able to heal herself too on her next attack, but that's not very powerful, and quite inferior to the average strength of awakening passives. Recommended spot in your PvP team It largely depends on the team you put her in. In a "classic" team, it is rather recommended to use her instead of the usual Science unit, so in Spot 3, or Spot 2 if you can afford to use your Sports in Spot 3 or even later. If you use Iris or Camille, you should rather place Una in Spot 1. PvP synergies Venus - She can make a good use of Una's Recovery for herself, but sadly she doesn't deal enough damage to really make Una's skill drain a lot of HP. Caroline - She has both a higher damage output and a higher healing power than Venus, so she can make Una's skill work a bit better. Halloween Witches - She is clearly the one girl who can get the best out of Una, by using Una's Recovery to power up her devastating skill damage, and therefore a very good HP drain. However, that implies using Halloween Witches in Spot 3 instead of her usual Spot 2. Crystal - Out of the Y2 girls, Crystal is the one who can pull the best out of Una, since she deals a decent amount of damage, heals fairly well, and she can even buff Una's next attack power. Elva, Juliana, Mina, Luna - They have a straightworward high skill damage output, so their attacks might drain a good amount of HP with Una's buff. Iris, Camille - Since their main damage output is more focused on their next regular attack, they may accompany that regular attck with a big HP drain. But that requires Una to be placed in Spot 1. Counters Low firepower classic teams - In particular, anything that doesn't have 2 Arts will have a hard time to beat a proper defense heal team with Una in it. Countered by Raw firepower - Una herself has abysmal HP, even lower than the average of Literature, so it's possible to deal critical damage to her team with sheer strength before her team mates can even drain HP. Clara - Since Una's HP drain is done by a party-wide buff, Clara might clear that buff and make the girls unable to drain any HP.

Summary and overall rating
Una is usually not very appreciated and players mostly build her for PvE, or for a starter PvP heal team. She is also used by whales who can afford awakening her to the maximum. So overall, she is only averagely useful and used mostly because there isn't any better choice available for PvE. As for PvP, players will usually avoid using her entirely, unless they want to build extreme damage output teams or just make some use of her at all costs. So of course you will desire playing Una, even if she's subpar. Her elegance and otherworldly beauty order you to show your opponents that you have superior taste by choosing her highness. It means that winning will be way harder for you, but royalty doesn't choose the easy way and demands the loser to prostrate themselves at their feet!

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Availability
Venus is a Y3 available in the basic pool, which means in Basic Summon, in wheels and fragment boxes. You can also obtain fragments in a few Hard nodes in very late Story chapters and Treasure Hunt, but those means are not very recommended. A F2P player or a mere VIP3 cannot expect to evolve her to 5 star before at least one entire year.

PvE
Venus is simply the very best PvE healer in the game. She brings in decent Recovery and she can spawn up to 3 heal pills with her skill, which can help you getting to full HP very easily. Easy to use, extremely powerful, reliable. As soon as you get Venus with one star, you can almost forget about Sarah 5 entirely. Christina has a higher Recovery than Venus, but she doesn't heal with her skill. There isn't more to say: the best.

PvP
Venus is a cornerstone of all heal teams. If you want to build one, Venus is the number one girl to add in it. She may not heal as much as Caroline or Alice, but she has the unique ability to cleanse the debuffs in your team. Up to 4 debuffs. Do note that she always cleanses the oldest debuffs first: that can be exploited by a potential opponent against you, which will be explaiend in the Counters paragraph. You will see Venus everywhere in PvP: arena, tower and Grand Arena. She is even one of the 4 girls used by the strongest bots in the arena. That being said... don't use her randomly. Venus is largely suboptimal in the bot teams, or when used incorrectly in a general way. She may have some niche uses in classic teams, but you usually will use her in a proper heal team. Whether you're building a beginner heal team, or an endgame heal team, Venus will almost always be part of it: a beginner will need her as a Recovery stat stick for his Y2 girls (her skill has minimal effect at lower stars), an endgame player will need her for both her Recovery and the full power of her skill. If there were one thing we could reproach to Venus, it would be that she can only shine in a heal team, therefore requiring specific team mates. But that would really be nitpicking. Awakening passive By increasing her own Recovery by a large amount for 16 rounds, Venus contributes to a solid increase of your team's healing power for the said 16 rounds. Do note that because of that duration, you will need your strongest healers (such as Alice and Caroline, or Venus herself) to be placed in Spots 3 and 4 to benefit from Venus's buffed Recovery twice. Recommended spot in your PvP team It largely depends on the team you put her in as well as your opponent. Unless particular circumstances, Venus is usually placed in spot 1. If you're an attacker, place her in the spot after the one dangerous debuff that the defense team will apply, such as Giselle's burn or Geneva's damage reduction. PvP synergies Caroline - She and Venus are the two best girls to assemble a heal team. Halloween Witches - She's a perfect fit for all Literature girls, but an awakened Venus will increase Halloween Witches skill damage output thanks to her increased Recovery. Y2 Literature - She is a solid Recovery stat stick for all most of the healing Y2 Literature girls. Ellen - Venus is able to clear Ellen's self inflicted debuffs with her skill, which makes Ellen a very viable Y2 girl at a high level (high level, not endgame) to drag the battle by paralysing an opponent without being paralysed herself. You need to place Ellen in Spot 1 and Venus in Spot 2 for maximum efficiency. Be careful not to cleanse too many older debuffs before Ellen's though. Counters Low firepower classic teams - In particular, anything that doesn't have 2 Arts will have a hard time to beat a proper defense heal team with Venus in it. Alberta - Venus can be strategically used to cleanse Alberta's paralysis, unless the paralysis landed on Venus herself. That allows one to protect girls with more critical skill effects (such as Caroline's), while only risking Venus's healing+skill damage. Flora - Venus makes Flora almost pointless against heal teams, just because she can remove the Recovery debuff off the entire party. Unless the attacker flooded you with another debuff before Flora's. Giselle - Venus can cleanse Giselle's burn, effectively reducing her damage output drastically at higher evolutions. Various other debuffers - Geneva, Clara, Lucy, Freya... Countered by Raw firepower - Venus herself has low HP, so it's possible to deal critical damage to her team with sheer strength before her team mates can even drain HP. Lucy, Geneva - Venus cleanses their debuffs, but they are also used to flood Venus's team with debuffs in order to protect more important debuffs from other girls. For example, it is fairly frequent to flood Venus's team with Geneva's debuffs, and then burn with Giselle, making Venus unable to cleanse Giselle's burn. Delaying skills - In particular, when you have Venus in your defense team, some attackers will be tempted to delay their skills so that they activate after Venus's turn. This is a major reason why Venus should be placed in Spot 1. Using self buffs instead of debuffs - In particular, some Sports and Science are able to increase the damage output of their own team instead of debuffing their opponent.

Summary and overall rating
Out of the Basic Summon pool, Venus is clearly one of the topmost priorities to obtain and evolve. She is decently available, perfect in PvE, extremely powerful in PvP as well. She is very useful at both low or high stars, early game and endgame. Free players and whales alike need her. Therefore, Venus deserves no less than a perfect mark. There is a gorgeous, intimidating but shy divine beauty cultivating her knowledge and cute awkwardness in the library. She doesn't know it yet, but you desire her and want to pamper her with all your might, and you are damn right. The girl even blushes when she is praised, that's cute. So go meet her already instead of reading this!

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Availability
Violet is one of the 4 carnival fox girls, available only during the monthly carnival. As such, she is fairly available for Y3 standards, both for paying and F2P players: you can obtain her fragments (and awakening stones) every month. However, you will not be able to raise several fox girls at the same time, unless paying a big amount of money, knowing that the fox girls are twice more expensive than the other Y3.

PvE
Violet is simply the very best damage output you will find for the Water element. Her Attack stat alone is about 17.5% greater than Elva's, her skill has exactly the same direct skill damage, but its added effect will not do anything meaningful against a wave of mobs who are already Fire type. That still can be somewhat useful in the occasional stage that is made of 2 elements, but those are very rare. Overall, Violet remains better than Elva mostly thanks to her Attack stat, and her skill added effect, althought useful in very rare circumstances, will benefit to the entire team for no less than 3 rounds. Despite Violet's clear superiority to deal damage, PvE is not enough reason to build her, since Elva is way easier to evolve and doesn't get in anyone else's way.

PvP
Violet is the least powerful of the four foxgirls in PvP, unfortunately. Her skill's base power is equal to the others, it has a cooldown of 6, and just for those reasons Violet is still very good nonetheless. However, contrarily to the other fox girls whose additional skill effect relies on dealing even more damage by themselves, Violet's is focused on supporting her team. By turning her opponents to Fire type for up to four rounds, Violet more or less encourages you to play at least another Water girl besides her, preferably an Arts (translation: Elva) and allows you to attack Lightning opponents safer. Likewise, using Violet alongside non-Water Arts can be counter-productive. In other words, Violet is not very versatile and is often called "niche", even though she remains decent outside of the extreme cases and ideal setups that would make her shine to the fullest. One particular point should catch your attention with Violet's skill: she turns your opponent's type to Fire, so their regular attack becomes Fire type, but their skill type is not affected, since the skill element is in the skill itself, and not tied to the character. Therefore, an opponent of Lightning type will still deal Lightning damage with their skill, even if they've been turned to Fire. As a result, Violet can be either used to enhance the skill damage of the girls who use their skill after her, or protect her team from the next wave of regular Lightning attacks while giving a substantial elemental advantage to your own regular Water attacks. Since she has a cooldown of 6 and supports her team, Violet's skill effect deserves comparing her with Science or Sports units. And in that field, sadly she won't perform as well as Lucy to deal extra damage or reduce the incoming damage. You can safely use Violet in all PvP modes: arena, tower and Grand Arena. But keep on getting her fragments in the carnival every month if you want her to "keep up with the pace". Else she will be left behind with fewer stars than the rest of your girls. And your opponent's. Awakening passive Violet's damage output gets an enormous buff if her target is inflicted with a debuff. It is therefore preferable to team Violet up with characters who can inflict a partywide debuff for maximum efficiency, such as Summer Ladies, Lucy or Geneva. Recommended spot in your PvP team If you want to enhance Water skill power, spot 3. If you want to avoid taking Lightning damage from the next wave of regular attacks, Spot 1 or Spot 2. PvP synergies Elva - Further than just being a synergy, Elva is near mandatory in Violet's team to have Violet's skill being a tiny bit useful. Do note that Violet might turn the Lightning opponents to Fire, effectively widening Elva's array of potential targets for her skill. Haley - She will attract all Lightning attacks to herself, including skill attacks, and repel away all incoming Fire attacks to her team when Violet has turned the opponents to Fire type. In other words, Haley is the ideal Sports to be teamed with Violet, for a perfect coverage of all the attacks. Cecilia - Beginners might want to use Cecilia in Violet's team instead of Elva for Grand Arena purposes, so that they can use Elva in another team while still getting the best out of all the 3 girls. You might also use all three of them in the same team, but do make sure to have a Sports ready to defend them, such as Haley or Hazel. Lucy - Violet remains a major damage output by herself, so buffing her with Lucy is still a good idea. But in that case, Violet needs to be in spot 1 or spot 4, if you also use awakened Elva or not. Summer Ladies - Since she has a cooldown of 5, she is able to make Violet benefit from her buffs on the opponent team, and then have Elva benefit from both with her skill. Counters Lightning opponents - Violet is specialized in attacking her very own weakness. Be careful though: she covers only up to half of the battle that way, so don't consider the battle as won just because you use her. Heal teams - They usually don't have any Lightning type (unless they use Amy or Geneva), so Violet is guaranteed to deal full damage on top of increasing the likelihood of Elva striking for maximum damage. Countered by Chris - Since Violet tends to be teamed with at least another Water Arts, Chris will prove to be very powerful against Violet's team even if she gets turned to Fire. That being said, Chris having Y2 stats and unable to be awakened make her unfit for mid game or end game PvP. Juliana - Her skill will remain Lightning type even once she's turned to Fire and she targets Water specifically, so Juliana will always deal full damage against Violet. Even if Haley is present, since Juliana's skill ignores Haley's taunt.

Summary and overall rating
Violet is very powerful but more difficult to use than the other fox girls in PvP. She can be used by herself, but in such a case she will underperform. Add to that the fact that Elva already exists for PvE and Violet's general rating suffers from it. Most players who will choose Violet as their fox girl, will be doing it for her looks first, and then use her for combat anyway. They will have a small disadvantage compared to the other players, but nothing crippling. If you choose Violet, it's obviously because her captivating, motherly, divine beauty has stolen your heart. She will show you the way of delicacy, prestige and drinking sake under the sakura trees. Be it with her seduction skills or with her katana. So don't hesitate to brew sake out of Violet, or out of your opponents: both will be high quality. But beware of heart failures from a moe overload when she gets shy or embarrassed.

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Availability
Vivian is a Y3 available in the basic pool, which means in Basic Summon, in wheels and fragment boxes. There is no Hard node where she can be obtained, nor is she available in any of the exchanges.

PvE
Vivian doesn't do the typical job of a Literature in PvE. She brings on the table a Recovery stat higher than the average of Literature, which is great, but then her skill... doesn't heal. Literature is a club for support units, and while the majority is the kind who heals, Vivian is the kind who boosts her team. For instance, Vivian allows you to make your Wind characters benefit from up to 50% of the Water runes, which is a rather decent buff. But then... Vivian is largely trumped by Flora when it comes to power up her own team. And then the Wind element is also fairly playable without any Literature until very late PvE, by using 2 Wind Science out of a choice of 3: Clara, Sylvia, Halloween Witches. Therefore, Vivian is very fairly optional, unless you want to take on very late game with awakenings, where Sylvia doesn't fit. Vivian does do her PvE job very decently, especially when we consider that there is no Y3 Wind Literature who has a healing skill yet, so feel free to use her if for some reason you can't really build Sylvia or Clara.

PvP
Vivian is on the lower end of Y3 girls when it comes to PvP. Simply because she doesn't fit very well anywhere. In a classic team, Vivian's skill will have an equivalent strength to a Science but... she brings in useless Recovery, while having mediocre Attack and very low HP compared to the Science standards. In a heal team, Vivian is a solid Recovery stat stick and even has higher HP than average as well, no problem about that, but then her skill simply won't contribute to healing, therefore survive for longer. Do note, however, that Vivian's skill duration is 5 rounds at 5 stars, which means that her next regular attack will benefit from her own buff. In practice, you will mostly use Vivian as a beginner because you lack Y3 girls. She still remains better at low stars than the majority of Y2 who aren't fully evolved, especially when she can be used as a substitute to a Y2 Science to buff your Arts. It is not recommended to use Vivian in the arena and she should mostly be used as a filler unit for your tower and Grand Arena teams. But nothing more. You do can use her as a Recovery stat stick for a Y2 healer like Alice or Crystal in your first heal team if you have neither Venus nor Una. So... Vivian is only good at doing fun things like maximizing the damage output in a single attack like Camille's smash. Or perhaps to build a half-offense half-heal team designed to heal just enough to obliterate a full heal team. Awakening passive Vivian's awakening is both very weak and element specific compared to the average. Arguably one of the weakest passives in the entire game. It is clearly not worth sacrificing another unit for her instead. Recommended spot in your PvP team Spot 3 in a classic team, to boost the skill damage of your Arts. In a heal team, just place Vivian in whatever spot is left after placing the healers, or Spot 3 if you really want to build a half-offense half-heal team that packs as much punch as possible. PvP synergies Venus - She can make a good use of Vivian's high Recovery for herself, but that's not a reason to field in a girl who doesn't heal herself. Caroline - Vivian will both buff Caroline's high damage output as well as feed her with high Recovery for a slightly higher healing power. Halloween Witches - Further than Vivian feeding Halloween Witches with a fairly good Recovery to power up her skill, they are able to buff each other's attacks. In particular, Vivian can be permanently buffed for both her skill and regular attack with Halloween Witches in Spot 2 and Vivian in Spot 3, and the girls in spots 1 and 4 will have both buffs to land devastating damage. Una - It is not very recommended compared to just using straightforward healers, but Vivian can help at draining more HP out of the opponent. Alice, Crystal - Before having someone better, Vivian is a decent stat stick for them. Iris, Camille - Vivian can be used to power up their next regular attack even further, but it requires to slot her in Spot 1 or Spot 2. Counters Full heal teams - If Vivian is completely unfit to fight classic teams, she can prove to be a decent asset to assemble a half-offense half-heal team to defeat a full heal team. Countered by Raw firepower - Vivian has very low HP, so it's possible to deal critical damage to her team with sheer strength before her team mates can even drain HP.

Summary and overall rating
Vivian is usually not very appreciated and players mostly build her for PvE, or for a starter PvP heal team. She is also used by whales who can afford awakening her to the maximum. So overall, she is only averagely useful and used mostly because there isn't any better choice available for PvE. As for PvP, players will usually avoid using her entirely, unless they want to build extreme damage output teams or just make some use of her at all costs. There is only one truth: Vivian is a cute idiot who has actually no idea what she is doing and who isn't even truly good at investigating when her detective senses are "tingling". You may or may not love her for that, but at least she is positively energetic, she knows how to be sexy and lead us in thrilling yet hilarious investigations. Do keep her away from battles: those are boring for her superior intellect that deserves better than that.

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Availability
Winni is a Y3 available in the basic pool, which means in Basic Summon, in wheels and fragment boxes. There is no Hard node where she can be obtained, nor is she available in any of the exchanges.

PvE
Winni is rather good overall in PvE, but she has the lowest HP of all Y3 Sports: about 10% lower than average. It is not particularly crippling, but it can make a difference. It is mildly balanced by the fact that she also has the highest Recovery of all Y3 Sports, but since you'll also field in Science and Literature, it will actually not make up for it entirely. Winni's skill is a double edged sword: while it sounds amazing on the paper, it is extremely random, making it possibly inefficient, thus fatal if you rely on it. In other words: use Winni's skill as a *last resort* and don't count on it to get you out of trouble. Do note that this skill will only allow you to dodge the mobs regular attacks, but not their (powerful) skills. It can be even more troublesome in later Story chapters where mobs unleash skills more often, if not each and every round in some stages, making Winni's skill way less effective if not entirely useless. If you have the option to use Christmas Devils instead of Winni, she will bring in way more HP as well as a rock solid, reliable skill that will never let you down. Winni is therefore the second best choice for PvE when it comes to Water Sports. If your Winni has only 1-2 stars, you may prefer using Ingrid 5 instead, for the exact same reason: Ingrid 5 may have slightly lower stats, but her skill is extremely powerful and perfectly reliable when you need it the most. Overall, Winni is a very good unit for PvE, but clearly not the best. Due to her stats spread, her randomness as well as her inability to protect your team from skill attacks.

PvP
Just like in PvE, Winni goofs off with randomness, and again it can play in your favor just as much as against you. Don't forget that just like in PvE, that skill only works against regular attacks, not against skills. But contrarily to PvE, where you are the only player who can lose, your opponent can lose due to bad luck against your Winni as well. And that is the main reason why Winni is hallowed as a deity in PvP: her randomness makes her a menace for potential attackers when fielded in a Defense team. They will have to add additional power to their attacks if they want to minimize the odds to lose due to bad luck against Winni's dodges. But they may also decide to bruteforce their way against you until your Defense Winni fails at dodging anything. Further than being unreliable, Winni's skill suffers from a second major issue: it lasts only 6 rounds. That duration forces one to delay Winni's skill activation as much as possible to be able to cover the entirety of the next wave of regular attacks. Finally, Winni is not beginner friendly: her skill is ineffective and she's only good at being a HP bag when she has only 1-2 stars. Knowing that every other Y3 Sports, including Amy, is better than Winni at bringing HP in the battle. When using Winni as an attacker, you can find yourself in two different situations: 1) You want to win the matchup without risking to be defeated, in which case you should consider that Winni will dodge next to no regular attacks to make sure that you'll win no matter what. 2) You are ready to gamble your victory and you want to have a small chance to win against all odds, in which case you will attack (and lose) until Winni blesses you with an insane amount of dodges that will grant you the victory. To sum it up: despite her terrible shortcomings, Winni remains one the best Sports girls. Even if she's unreliable and likely to make you lose, she's still very powerful on average. Yes, Winni can make you win out of a dice roll as attacker, but no, that does not make Winni a better asset. Keep in mind that Winni shines mostly as Defender or in teams that are able to extend the battle (very tanky teams or heal teams). And do keep in mind as well that Winni is very likely to fail on you, so don't ever blame her for that, but blame yourself for relying on luck. Awakening PvP passive Winni's passive will not allow her to turn the tides of a battle, since it can buff Winni herself, which isn't very useful, and it isn't powerful enough to allow an Art girl, or even two, to really deal more damage. Likewise, it won't allow her to support a heal team efficiently if you field her in a heal team. Overall, that passive is not very good because it doesn't help getting the job done in any situation. Recommended spot in your PvP team At 1-2 stars, Spot 2, since her skill is near useless. At 3-5 stars, Spot 1: you will have to place your second Arts in Spot 2 instead. Never, ever place Winni in Spot 2 at 3-5 stars: she won't be able to dodge the opponent's Spot 4 and Spot 1 (Arts) if you place her there. PvP synergies Heal teams - Since Winni can reduce the amount of damage absorbed, it helps heal teams to extend the fight. Her exceptional Recovery is also useful to have substantially higher healing than if you used another Sports. Christina - Just like every Sports, Winni enhances the power of Christina. But since Winni also contributes to extending the fight, it gives Christina the opportunity to use her skill even more. Grace - You usually don't want to use 2 Sports at the same time, unless when using Christina, but using both Wiini and Grace makes you able to reflect skills while dodging regular attacks, which multiplies the potential threat to the opponent team. Geneva - Using Geneva to reduce incoming skill damage and Winni to reduce the amount of regular attacks tanked makes a perfect coverage of the battle for a classic team of 2 Arts, 1 Sports and 1 Science. Counters Camille, Iris - Winni is the ultimate bane for Camille and Iris, who carry the majority of their damage output in their buffed regular attack. When dodged, Camille wasted both her skill and her regular attack, since her skill deals little damage. Other Arts - The effect against other Arts is way less significant than Camille and Iris, but Winni remains decently effective against those. Countered by Giselle - She doesn't care about Winni's dodge. Giselle is mostly about melting Sports HP, and Winni is Sports. Christina - She doesn't care about being dodged either, since she deals very little damage with her regular attack. On the other hand, she will deal huge damage to Winni with her skill. Clara - She can clear up to two of Winni's dodge buffs, greatly diminishing her efficiency. Heal teams - They don't care if their regular attacks get dodged. To their eyes, Winni is only a weakling who deals little damage to them and who makes their healing easier. Alberta - If Winni gets stunned by Alberta (25% chance to occur, since Winni is in Slot 1), she will be out of sync for the rest of the battle, which cripples her skill to near ineffective. Delaying units - In particular, an Arts with a cooldown of 7 rounds placed in Spot 3 will not be dodged by a Winni placed in Spot 1. It is therefore common to place Camille in Spot 3 as attacker to make sure that she will land her devastating attacks successfully. Which itself has the issue of delaying her blow for even later in the battle.

Summary and overall rating
Winni is a girl whose abilities are a bit overestimated by a fair amount of the players who tend to forget that there is a good chance that she will fail at doing her job. She is certainly able to make you win in desperate matchups with a fair amount of luck, but you definitely shouldn't resort to that too much. Winni would have obtained her perfect mark if she were't near useless in PvP at low stars, unreliable in PvE and if there weren't that many ways to counter her in PvP. Ready your swimsuit, your mop and sweep the salty tears that splash abundantly over the edges of the swimming pool of RNG. Winni tends to have a dive in it quite often for the best as much as the worst, and you will both love her and hate her for that. If you forgive her clumsiness, maybe she will show you how to use doorknobs to open doors.

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Availability
Zoey is a Y3 available in the basic pool, which means in Basic Summon, in wheels and fragment boxes. There is no Hard node where she can be obtained, nor is she available in any of the exchanges.

PvE
Zoey is as straightforward and as efficient as a Sports can be. She brings in HP, her skill helps you tank better and for 3 rounds, although she suffers from a cooldown of 5 rounds. The skill damage is single-target, which means that it will deal full damage no matter what the opponent is: it is particularly appreciated for "End mission with an attack skill". Do note that while Zoey 1 may have slightly better stats than Bonnie 5, you may prefer to keep using Bonnie 5 for a bit longer until your Zoey gets more stars: Bonnie 5's skill will deal far more damage and will be way more efficient at reducing the incoming damage when you really need it. But even though Zoey is comparable to Amy in terms of PvE effectiveness, sadly she cannot be rated as well as her for two reasons: her availability and the existence of Margaret. Zoey takes quite a lot of time to evolve and Margaret is simply better than her for all aspects, at the cost of being available only once a year.

PvP
Zoey is on the lower end of Y3 girls when it comes to PvP. For no less than four reasons: her skill, her awakening passive, the possibility to do way better with plenty of other options in both Sports and Science clubs, and Margaret. To put it bluntly: Zoey has the same skill than Haley, except that she doesn't have any extra mitigation against Wind, and there is only one girl in the entire game who is really worth being taunted. Due to her cooldown of 7, Zoey will sadly not be able to get rid of all problematic opponent attacks, especially when she's on the Defense side. It is fairly easy to completely go around a Defense Zoey's taunt, which adds to her uneffectiveness PvP wise. In terms of overall battle effectiveness... Zoey is barely as effective as Amy, except that she is way more difficult to evolve, she is way less versatile and flexible and she has a bad awakening passive. So in practice, you will only ever use Zoey in PvP because you have no one else to use as Sports, or because you're the attacker and want to nerf a Defender Camille. So it's not recommended to use her in the arena, and then you should use her only as a filler for your teams in tower or as beginner in the Grand Arena. Just like in PvE, you may prefer to keep using your Bonnie 5 until your Zoey has got more stars: Bonnie 5 may have lower stats, but she has a powerful skill that will cripple the damage dealt by her Wind opponents. Camille and Luna in particular, who are popular in PvP. Awakening passive Zoey's passive is only making up for what she lacks compared to what Haley already has without being awakened: extra damage reduction against the element she taunts. As for her extra mitigation against Literature... that is completely useless, since using Zoey, a Sports focused on defense, against a heal team is begging to lose. Furthermore, the only Literature who could be taunted to hit her... is Vivian, who is equally bad compared to Zoey. Therefore not played any more than her and making that effect absolutey useless. In other words: one of the very worst passives in the game for an already bad girl. Recommended spot in your PvP team As attacker, spot 2 if there is no opponent girl who really needs to be taunted. Otherwise place her right in front of the girl whom you want to taunt. As defender, usually spot 2. PvP synergies Most Lightning units - Zoey will attract the Wind attacks to herself, which prevents those from dealing huge damage to your Lightning units. Zoey generally performs best in a team that has at least one Lightning unit, and no other Fire unit besides herself. Just like every Sports, Zoey enhances the power of Christina. Counters Camille - Zoey attracts Camille's powerful single target attack, effectively making use of her elemental advantage of 25% and making sure that Camille won't hit a Lightning girl. Luna - The effect against Luna is limited to her regular attack as well as her skill's main strike. This isn't very effective to do, when you have Lightning units besides Zoey, but covering 100% of the battle against Luna is better than nothing. Countered by Elva - Her skill ignores Zoey's taunt, making her hit a random non-Lightning girl in your party, Zoey included. Heal teams - Just like every Sports, Zoey is unfit to fight against heal teams.

Summary and overall rating
Zoey is the kind of girl whom you will build with a heavy heart mostly because she performs very well for later PvE stages and you don't really have the choice. Unless you can wait until Margaret's return for Easter. She would have been very decent in PvP if she had the same damage reduction than Haley natively in her skill instead of relying on her awakening passive to do that job. And only decent, not great. She can say that she hates idiot as much as she wants, but Zoey is a delightful idiot herself who has clearly not understood that an awakening passive isn't meant to fix her skill, but to power her up further. Come on, tell her that she's sexily flexible and has great taste when it comes to her leotards and adornments, because at least that's the one thing that she does very, very well.

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