Since a lot of people struggling with Killing Time SA, Here's a combo video

You can try different things like adding a CA in between after Sekhmet's Bite but i personally find this more comfortable.

Had to nerf her moves and remove supports real hard to not one shot sparring partner 😭

u/Ok_Purple2453 — 18 hours ago
▲ 8 r/u_Ok_Purple2453+1 crossposts

All The Variant Overviews I've Done

Sorted by date, latest to oldest.

Thanks to everyone who are interested in this series and supports me! I will be updating this megathread with each new release; you can always dm me or leave a comment below for your variant suggestions or anything, really!

reddit.com
u/Ok_Purple2453 — 1 day ago
▲ 3 r/SGMFanPallettes+1 crossposts

Steins; Gate Variants

Rintarou Okabe

"Uhh... Hey mister, I am mad scientist. It's so COOOOL! Sonuvabeach."

MAD SCIENTIST

SA1 - All projectiles apply CURSE for 1/3/5 seconds. If the enemy is already suffering from curse, projectile hits grant active fighter 1 stack of BARRIER.

SA2 - Every time active character uses a BLOCKBUSTER, Beowulf gains 1 HYPE. When he hits 3 stacks, HYPE MODE will be activated automatically even while benched. During HYPE MODE, each time an active character except Beowulf uses BLOCKBUSTERS, he will perform an assist attack to deal %20/30/40 of his attack as damage and stagger the enemy for 1 second. But HYPE MODE will last 2 seconds shorter.

Mayuri Shiina

"Finally... I was... useful... to you..."

CUTENESS OVERLOAD

SA1- Each 5th combo hit grants 10/15/20% BLOCKBUSTER METER and reduces special move cooldowns by 0,2 seconds.

SA2 - Gain 1 stack of ENRAGE upon using BLOCKBUSTER for 8/10/12 seconds. While benefitting from at least 3 stacks of ENRAGE, special moves are UNBLOCKABLE.

Kurisu Makise

"Didn't I tell you to not call me that?!"

EXCELLENCY

SA1 - HEADLESS HITS remove 1 buff from enemy with 20/40/60% chance.

SA2 - Recalling the HEAD will grant all the buffs that has been removed by Ms. Fortune for 5/7/10 seconds. This effect can trigger every 15 seconds.

reddit.com
u/Ok_Purple2453 — 18 hours ago

Variant Overview: Myst-Match

Thanks u/Crytz_87 for their suggestion! If you want your favorite variant or the variant you want to learn more about to be in this series please mention it on my comments! Enjoy.

• Myst-Match is an offensive Double variant which specialises in team-wipe and gaining precision hits.

SHAPE OF SLAUGHTER

SA 1 While sharing the opponent’s same element, gain 1 stack of PRECISION every 3/2/1 second(s) and all HITS deal 100% bonus DAMAGE.
SA 2 Double’s PRECISION HITS deal 1/1.5/2% MAX HEALTH as damage to the opponent’s teammates.

• SA1 provides constant flux of precision buff as long as you have the same element as your opponent. TRASMUTE sadly feels bad to use, but the pay-off is really good in this case. %100 bonus damage plus Double's high max atk (12,999 for Myst-Match!) makes her extremely deadly.

• SA2 helps her to deal damage to rest of the team with precison hits which makes her a pseudo-Neuromancer. Cool ability for Prize Fights especially.

-> Note that Double is a very squishy character in general and being a silver variant definitely doesn't help her with it. While playing Myst-Match (or Double variant in general) you need to be really careful.

• Recommended moveset:

Cilia Slide + Bogus Buzzard + Hornet Bomber + Bandwagon Rushdown + Megalith Array OR Nightmare Legion OR Beast of Gehenna OR Gun Blades (last move option is dependant on your playstyle, i personally use either TAG OUT move or BURST for extra protection.)

• How To Build

Myst-Match is a crit variant because of her SA. Unlike most other offensive Doubles, she uses VOLATILITY marquee due to her SA1 requiring the same element instead of elemental advantage.

Focus on: ATK, Piercing, Meter Gain, Special Move Cooldown, Crit Damage

Avoid: Crit Rate

• Team Examples

• Seraph Soldier OR Surgeon General OR Pickle Baller + Lucky Lure (RECOMMENDED. Provides both offense and defense. Also Pickle Baller synergises with her greatly.)

• Starlight Rose + Stone Sentinel (RECOMMENDED. Provides both offense and defense.)

• Evergreen Evil + Lucky Lure (Evergreen helps to keep the buffs longer from both Lucky Lure and VOLATILITY.)

• Mad Malice + Lucky Lure

• Sketchy + Angel Maker (tag out move needed)

u/Ok_Purple2453 — 1 day ago

Variant Overview: Dead of Winter

Thanks u/OmegaXights for their suggestion! If you want your favorite variant or the variant you want to learn more about to be in this series please mention it on my comments! Enjoy.

• Dead of Winter is a support and defensive Squiggly variant that got reworked this patch. She specialises in granting ARMOR to active fighter and denying debuffs.

WIGHTOUT

SA 1 While Squigly is alive, the active Fighter inflicts WITHER for 10 seconds and gains ARMOR every 15/12/10 seconds. These effects are removed when KNOCKED DOWN.
SA 2 When the active Fighter is benefiting from this ARMOR and about to suffer a DEBUFF, remove ARMOR to prevent it and gain 20/30/40% BLOCKBUSTER METER.

• SA1 grants timeless armor to active fighter. Also allows them to apply wither.

• SA2 shines with SA1. She denies debuffs from the active fighter as long as you have armor stacks. She also grants a ton of blockbuster meter which is amazing for both defensive and offensive fighters.

-> Note that SA2 cleanse does NOT work with other ways of gaining armor such as Heavy Metal SA1 and Reimaged SA1. Cleanse ONLY works with Squigly's armor through SA1.

• Squigly needs to be in 2nd or 3rd position in your lineup due to her being a support variant. She is not recommended to use as the offensive fighter because of her low base attack and SA not providing any offensive boost.

• Recommended moveset:

Daisy Pusher + Burst + Rage of The Dragon + Battle Opera + Inferno of Leviathan (last two are optional, use the best stats)

• How to Build

Max out her skill tree, unlock DEAD ALIVE marquee.

Focus on: Meter Gain, HP, DEF, some ATK, some piercing

Avoid: Crit Rate and Damage

u/Ok_Purple2453 — 1 day ago

Variant Overview: Love Crafted

Thanks u/Murky-Expression4568 for their suggestion. If you want your favorite variant or the variant you want to learn more about to be in this series please mention it on my comments! Enjoy.

• Love Crafted is an offensive Squigly which relies on high combo hits. She is very safe to use especially in prize fights due to her SA1, and she can deal good amount of damage thanks to her SA2. She is a bit outdated, but she still performs her job very well since she has a high base atk compared to other Squigly's.

TEN TICKLES

SA 1 While near an opponent, DISABLE BLOCKBUSTERS and inflict HEAL BLOCK after 3/2/1 second(s).
SA 2 Every 10th COMBO HIT will land as a CRITICAL HIT, and will inflict DEATH MARK and HEAVY BLEED for 10/12/15 seconds.

• Her safety comes from her SA1 completely shutting down blockbusters of defenders. Combined with her Draugen Punch ability she can apply curse and ease through a lot of defenses.

• Her SA2 applies heavy bleed and death mark, making her a CRIT orianted Squigly and also giving her a tool to deal with tankier opponents. However sadly normal bleed is superior to heavy bleed, so if you want to try longshots you're better off with bleed variants such as Filia's and Bloodbath.

• Love Crafted is NOT recommended in Parallel Realms due to her SA2's constant heavy bleed application being converted to regen stacks and she is reliant on her heavy bleed to do most of her damage. But she can healblock enemies if you get great treasures to make her deal damage.

• Love Crafted still can be used in rifts thanks to her SA1 making her quite safe against BB3s of enemies.

• Even though Squigly applies heavy bleed on SA2, she's a great counter for Valentine ICU due to her SA1 applying timeless heal block.

• Recommended moveset:

Battle Opera OR Drag n Drop + Daisy Pusher + Snake Charmer + Drag n Bite + Draugen Punch (go-to Squigly moveset for almost any variant)

• How to build:

Recommended to build as a crit variant to get advantage of Death Mark. Marquee choice does not matter since she is an offense character, hence you don't want her to die.

Focus on: ATK, Piercing, Crit rate, Crit damage, Meter Gain, Special Move cooldown

• Team examples (new)

Instead of explaining the support variants in each post, i'll just post some team examples so you can shape your team around them depending on your own characters.

• Seraph Soldier OR Surgeon General OR Pickle Baller + Lucky Lure

• Starlight Rose + Stone Sentinel

• Mad Malice + Lucky Lure

• Sketchy + Angel Maker (tag out move needed)

etc.

u/Ok_Purple2453 — 1 day ago

whats the strategy here

this is emberassing but i still couldnt pass this node, tried both death wish and wave warrior but they just run out of time. its extra annoying that you cant inflict debuffs easily. I also tried nailbiter so i could kill them with miasma but drag n bite doesnt work consistent enough to clear invincibility and immune.

u/Ok_Purple2453 — 2 days ago

Custom Patch Notes: What They Should Have Done

!!! This is not a "must do" post for dev team. I just had some ideas on some variants (Bloodbath, Buzzkill, Wulfsbane, Reimaged, Model Leader and Heavy Metal) and those are strictly to have fun, genuienly nothing else.

About the other real changes they've done which most controversial one is Soulbound, after some thought yes she deserved a nerf but nerfing her this way hurts general playerbase while just give slap on the wrist for veteran/high skill floor players.

You are definitely allowed to disagree and voice your opinions on the comments, i'm not trying to sound like a hypocrite. I haven't been a top rift ranker for like 1,5 years and been strictly playing casually.

REWORKS

All the reworks are honestly fine. Plot Twisted is a bit annoying but still hex and precision victim.

They didn't rework many outdated variants and they definitely should've adressed at least SOME outdated gold variants next to Brain Freeze.

Here are some gold variant's that are in need of changes and what i would do with them:

• Bloodbath

  • SA1 changed from "If either fighter uses a BLOCKBUSTER, both fighters are afflicted with BLEED for 5/7/10 seconds." to "If either fighter uses a BLOCKBUSTER, both fighters are afflicted with BLEED for 7/9/12 seconds. If Eliza uses a non-Sekhmeth blockbuster there's a %50/75/100 chance to convert BLEED into permament BLEED."
  • SA2 is changed from "25/50/100% chance to convert all BLEED effects on self into REGEN." to "25/50/100% chance to convert all BLEED effects on self into REGEN. At 5 stacks of REGEN gain 1 stack of permanent ENRAGE every 10 seconds."
  • MAX atk value (diamond, max level) is reduced to 10,004 from 12,576

• Buzzkill

  • SA1 is changed from "10% chance on HIT to inflict HEAVY BLEED for 5/7/10 seconds." to "%25 chance on HIT to inflict BLEED for 8/10/12 seconds. Critical hits have %100 chance to inflict BLEED."
  • SA2 is changed from "Gain permanent ENRAGE when an opponent's HEALTH drops below 15/20/25%." to "When enemy has at least 5 stacks of BLEED gain 1/2/3 permanent ENRAGE stacks on first hit until the combo ends. Critical hits against bleeding opponents recover %20 of the damage done."

• Wulfsbane

  • SA1 is changed from "THROWS have a 50% chance to inflict CRIPPLE and HEAL BLOCK for 5/7/10 seconds." to "All attacks have 10/25/50% chance to inflict HEAL BLOCK and ARMOR BREAK for 7 seconds."
  • SA2 is changed from "Deal 25/35/50% bonus damage against enemies suffering from a DEBUFF." to "%5/15/25 chance to inflict random debuff on HIT when the enemy is suffering from HEAL BLOCK. Deal 15/25/40% bonus damage against enemies suffering from a DEBUFF."
  • MAX atk is reduced from 14,036 to 12,212.

BALANCE CHANGES

• Fatal Fray

What did they do:

  • SA1’s Attack and Defense reductions are now removed when Ms. Fortune Tags Out or is defeated.
  • SA2’s Condition changed from “When either Fighter uses a Special Move” to “When either Fighter successfully HITS with a SPECIAL MOVE”

What they should have done instead:

  • SA1's ATK and DEF reductions are removed when Ms. Fortune or enemy tags out or is Ms. Fortune defeated.
  • SA2's is changed from “When either Fighter uses a Special Move” to “When either Fighter uses a Special Move except TAG OUT move"

What does this change fix?

  • Fatal Fray stays as the premiere Wulfshot counter. She still is usable in offense and defense.
  • This fixes the problem that she can't be tagged out when she's the first fighter and allows to counter Megalomaniac's and Dark Might's SA effectively; making sure that you just don't have to take it and suffer from their SA.

• Soulbound

What did they do

  • SA1 now only triggers while below 50% STAR POWER.

What they should've done

  • Genuienly fucking nothing? She's gimmicky as a diamond as is already.
  • If they want to nerf her so much: SA1 changed from "well-timed BLOCKS grant 30/40/50% STAR POWER meter" to "well-timed BLOCKS grant 15/25/35% STAR POWER meter". is an acceptable nerf.

• Megalomaniac

What did they do:

  • SA2’s stun effect now starts counting to 10 seconds once the conditions are met, rather than stunning when the fight timer hits 15 second intervals and the conditions are met. (The stun from Megalomaniac was occurring when the fight timer hit 15 second intervals. Now, it will start the timer once Megalomaniac meets the condition and is the active fighter. If the opponent tags out, this will reset the stun timer for the new fighter as well.)

This is the only balance change i do like, because it removes the frustration from tagging in with a stun. And they buffed her to compansate this, now she stuns every 10 seconds. I'm not sure why people complained about this change so much.

This change also now allows SA2 to be effected by HEX more properly.

Here are some balance changes i would've implemented:

• Reimaged

  • SA2 effect is reduced from "When defeated or DETONATING, reduce the opponent's BLOCKBUSTER METER by 100%." to %50. Also applies SLOW to opponent for 5/7/10 seconds.
  • SA2 revive health is increased from "15/20/25%" to "25/35/50%".

What does this change do?

  • Makes her less annoying to play against without making her weak to go against. Personally she's fine as is but i would like this change to be made to make her more fun to go against.

• Model Leader

  • SA1 effect cooldown is reduced from "While Annie is alive, she clears the active Fighter's DEBUFFS and grants ARMOR for 15 seconds every 30/25/20 seconds." to "25/20/15 seconds" and armor duration is reduced from 15 seconds to 10 seconds.

What does this change do?

  • Brings back Model Leader as a top tier option without changing her AUTO-BLOCK mechanic.

• Heavy Metal

  • SA1 effect is changed from "10/12/15% chance to gain ARMOR for 5 seconds" to "15/17/20% chance to gain ARMOR for 7 seconds". Removes the close-ranged attack requisition.
  • SA2 also grants 2 stacks of ENRAGE and REGEN for 7 seconds upon using BLOCKBUSTERS.
  • Increase his max ATK from 10,330 to 11,402

What does this change do?

  • Revives Heavy Metal as one of the Hybrid characters. He can now defend himself and punish clumsy attackers with his high damage output thanks to enrage stacks and regen. He is still a victim of Hex, Curse and Armor Break so he is not an unfair variant to go against.

Hope this post finds one of the devs or something so they can have ideas to do proper balance changes.

reddit.com
u/Ok_Purple2453 — 3 days ago

I invite everyone to stop...

Past few months sadly devs genuienly don't give a damn about the complaints of playerbase. Their reaction (or, not reacting at all and staying quiet) is absolutely unacceptable. I remember few years ago when I first started SGM any bugs with update were getting hotfixed on spot. But now we are just swimming in bugs with each update and they don't even adress it.

Not to mention the complaints about Rift Battles and only listening a few "high ranked" rift players (please anyone who is nice and high ranked rift player ignore this, I'm talking about like 3-5 people and they know who they are) to make balance changes?

Recent balance change especially gutted Fatal Fray for her ONE spesific niche, and unnecessary nerf for Soulbound. People are really unhappy but there hasn't been one singular explanation for why they nerfed them this way or talked about them in any way. For example all Fatal Fray needed was to not get evasion on Tag Out moves.

New variants are cool and all, but where are the old community contests about creating variants? Also why are you adding new variants BEFORE TESTING THEM? Killing Time Eliza literally broke all Elizas, showing that this game just runs on spaghetti coding.

Rework rift battles. Need to mention that

So i invite everyone to stop interacting anything in Discord server, and not give your money to this game until they finally listen what the PLAYERS, THE ONES WHO PLAY THE GAME say. No spending until the bugs are fixed and at least some of our expectations met. I still have hope for the devs, so i am expecting an apology kind of post and hotfix changes/reverts/buffs. Have a good day everyone.

P.S.A: I sadly won't be contributing to this game until they fix these issues. But i took notes, next variant overview will be Love Crafted. Hopefully, stay tuned. Edit: I'm backing down from this decision because these variant overview posts are for the community, not for the game itself. Thanks for all people who reached me from DMs ❤️

reddit.com
u/Ok_Purple2453 — 3 days ago

Squigly - Knight of Light as Suzaku Kururugi (from Code Geass)

"A victory won through dishonest means is no victory at all."

LANCELOT

SA1- When FULLY CHARGED apply PERMAMENT CURSE to both fighters. Squigly will regen her health 1/2/3% per second while she is suffering from CURSE. Depleting both CHARGES will remove the CURSE from both fighters.

SA2- Landing special move hits to enemy who is suffering from CURSE will transfer all debuffs except CURSE to them. Each DEBUFF transfered will deal %0.5/1/2 MAX HEALTH damage to the enemy.

u/Ok_Purple2453 — 4 days ago

Parasol - Pizza Witch as C.C. (from Code Geass)

"My wish is to die... and eat more pizza."

IMMORTAL CURSE

SA1- While Parasol is alive she will spawn tears every 25/20/15 seconds even when benched. Each spawned tear will grant 1/2/3 stacks of REGEN and IMMUNITY for 10 seconds.

SA2- While the active fighter is benefitting from IMMUNITY, thier critical hits deal %3/4/5 more damage based on their REGEN stacks and apply CURSE for 10 seconds.

u/Ok_Purple2453 — 4 days ago

Double - Mortal Demon as Lelouch vi Britannia (from Code Geass)

"I see, then I...shall become evil to conquer an evil larger stil!."

ABSOLUTE OBEDIENCE

SA1- On Double's 5th/4th/3rd combo hit, TRANSMUTE into an element which will give you ELEMENTAL ADVANTAGE until the combo ends. If the enemy is a neutral fighter TRANSMUTE into Neutral element and apply 1/2/3 random debuffs for 15 seconds.

SA2- Increases the cap for ELEMENTAL BONUS for Double to %100. When Double has ELEMENTAL ADVANTAGE over the enemy increases ELEMENTAL BONUS by %60 and gains 3/4/5 stacks of permament ENRAGE.

u/Ok_Purple2453 — 4 days ago

Variant Overview: Killing Time

I'm so happy that Eliza got one of my favorite games' reference pallette :D ( Melinoë from Hades 2) so it's going to be so fun to use her and make this guide. Please if you have any suggestions mention them on comments!

• Killing Time is an offensive Eliza variant that focuses on her (mainly) Sekhmet charge attacks which is interesting; at first she looks like an underwhelming variant for a diamond but let's see if we can put her to a good use. Note that since she IS an Eliza variant and Eliza has almost all utility in the game in her base kit she will never be a "bad" variant to invest in.

FROM THE ABYSS

SA 1 CHARGE ATTACKS are extended with an extra hit and can be charged longer for extra damage. Landing a CHARGE ATTACK grants permanent DEADEYE and adds 1/1.5/2% BLOCKBUSTER METER for each hit landed until the end of her combo.
SA 2 BLOCKBUSTER HITS inflict CURSE for 10 seconds. If a BLOCKBUSTER HIT occurs after a CHARGE ATTACK in the same combo, gain 3/4/5 stacks of permanent ENRAGE until the end of her combo.

• This is definitely a stacked kit, gaining permament DEADEYE until the combo ends, gaining meter for basically free, CURSE on all of her BB hits and 5 STACKS of permament ENRAGE until the combo ends is something not much if any variant have. This SA allows her to bypass a lot of defenders, especially the ones who rely on evasion, armor, auto-block, unflinching and thorns.

• The special effect is when she charges up her charged attack, in the end she will launch opponents to air to prevent permament lockdown Eliza usually have, which is a big downside. But this allows her to use multiple charged attacks in succession and opens up a different combo route.

• Recommended combo is Sekhmet's Turn/Fury -> Sekhmet CA charged (launches the enemy) -> Sekhmet's Turn/Fury/Bite -> return to human -> Dash -> Chaos Banish -> Dash x2 -> Khepri Sun

• Recommended Moveset: Sekhmet's Bite + Sekhmet's Turn + Khepri Sun + Chaos Banish + Chaos Banish OR Weight of Anubis

• How to Build:

You can build her critless. I will recommend to build her with CRIT even though she has a low base ATK; she can gain up to 10 ENRAGE STACKS with her SA2 and through supports.

• Recommended Supports

Seraph Soldier (Valentine): On top of your permament Enrage stacks she can help you build up 5 normal enrage stacks, increase your damage done every second by %0.5, allow you to heal with critical hits when you are benefitting from Enrage. Top Tier support for any Fire Crit dmg dealer.

Mad Malice (Marie): Critical hits grant Enrage stacks and she can be act as precision sub-dps to deal with some SAs.

Lucky Lure (Umbrella): Critical hits grant tons of buffs depending on your teams elements. Also Regen stacks grant %15 crit damage per stack; skyrockets her damage.

Angel Maker (Umbrella)

Martial Outlaw (Black Dahlia): A universal support for all Eliza variants. Can help melting down tanky enemies with her Heavy Bleed.

u/Ok_Purple2453 — 5 days ago

Variant Overview: Death Defier

Hello everyone! It's really exciting to see a Hades reference (Zagreus) for me so i wanted to cover this variant as soon as poosible! If you have any variant suggestions please let me know in the comments. Killing Time Eliza variant overview will also come shortly!

• Death Defier is an offensive Annie variant that relies on her STAR POWER activation and permament buffs. She has a very reliable and interesting kit for a Gold variant.

BOON COLLECTOR

SA 1 Annie gains UNFLINCHING and 10/15/20% STAR POWER when DASHING. When activating STAR POWER at full meter, instantly empty it to gain 1 stack of permanent ENRAGE and MIASMA each.
SA 2 When suffering a HIT that would be fatal, consume all permanent BUFFS on Annie to STUN the opponent for 1.5/2/2.5 seconds and then regain 5/10/15% MAX HEALTH per BUFF consumed.

• Having access to permament ENRAGE and MIASMA stacks are very good, they could chop this SA in two pieces and make it the whole kit to be honest. We all know how overpowered Miasma already is, having 5 stacks of permament Miasma especially against tanky opponents is really strong. This will also help her use her BB3 more frequently which is an amazing combo starter/debuff transfer move. Note that Annie BB3 can also defeat enemies below 25% with 25/35/50% chance (level dependant). Enrage is the cherry on top, as an Annie she already deals a ton of damage to begin with. Also Unflinching on dash is cool, but since you want to use her against high streak PF opponents you shouldn't be too reckless with this.

• SA2 makes her a self reviver, and she can STUN the opponent. This is basically a "pocket" Shadow Puppet but way better.

Note that because her SA1 depletes all STAR POWER, you won't be able to use the benefits of Star Power. It's a minor downside i need to mention.

• Recommended Moveset:

Photo Boop OR Gravity Slingshot OR Pillar of Creation + Sagan Beam + Destruction Pillar + Destruction Pillar + Destruction Pillar

• How to Build:

You can technically build her critless, BUT i highly discourage you to. Because Destruction Pillar is a staple of Annie's kit; you will lose a TON of max HP% damage.

You should build her with CRIT and Destruction Pillar spam; activate her REDSHIFT Marquee.

Focus on: ATK, Piercing, Special Cooldown, Crit%

Can Have: Crit DMG%, Meter Gain

• Recommended Supports

Seraph Soldier (Valentine): On top of your permament Enrage stacks she can help you build up 5 normal enrage stacks, increase your damage done every second by %0.5, allow you to heal with critical hits when you are benefitting from Enrage. TOP TIER support for Death Defier.

Mad Malice (Marie): Critical hits grant Enrage stacks and she can be act as precision sub-dps to deal with some SAs.

Harlequinn (Cerebella): Decreases your special move cooldowns and increases special move damage done. Amazing for Destruction Pillar spam.

Pickle Baller (Beowulf): You are already pretty much undying, let's add some Evasion stacks to the mix so you can basically never die and keep your permament Miasma and Enrages.

Lucky Lure (Umbrella): Critical hits grant tons of buffs depending on your teams elements. Also Regen stacks grant %15 crit damage per stack; skyrockets her damage.

Angel Maker (Umbrella)

Clue Chaser (Filia): Can be used as an early game option to increase your Crit Rate for Destruction Pillar spam.

Superluminal (Valentine): Grants evasion on special move usage and makes it so your dashes refreshes your special move cooldowns faster. Great pair since she gains unflinching, but also can avoid damage with Evasion after first combo so you can safely charge up your Star Power with dashes.

u/Ok_Purple2453 — 5 days ago

Marie - Court of The Dead as Miles Edgeworth and Phoneix Wright (sekeleton summons) (from Ace Attorney)

"Did I say 'contradiction'? He must be rubbing off on me, I'm starting to sound like him"

OBJECTION!

SA1- SKELETON SUMMON hits and every %20 MORTUARY CHARGE grant 1 stack of AUTO BLOCK for 15/20/25 seconds. Whenever Marie reaches 5 stacks of AUTO BLOCK, using a blockbuster converts all AUTO BLOCK stacks into permament GUARD BREAK and transfers it to enemy.

SA2- Whenever the enemy suffers equal or more than 3 stacks of GUARD BREAK, Marie inflicts DOOM, CURSE and DISABLE TAG INS for 20/15/10 seconds on SKELETAL SUMMON HIT.

u/Ok_Purple2453 — 6 days ago

Black Dahlia - Oracle's Reverie as Black Swan (from Honkai: Star Rail)

"Beneath the silent waters lies an endless abyss!"

De Façade De Vérité

SA1 - Projectiles apply (timeless) ARCANA and WITHER for 5/7/9 seconds for all teammates. ARCANA can stack up to 5 stacks. After 5 stacks, it detonates and removes all ARCANA stacks to deal damage to enemy equal to %25 of Black Dahlia's ATK. After detonating ARCANA stacks, can't detonate another for 5 seconds.

SA2- After detonating ARCANA stacks, removes 1/2/3 buffs on enemy. After detonating 5/4/3 ARCANA stacks, Black Dahlia gains permament ENRAGE and decrases all enemies' DEF by %10 for one time.

u/Ok_Purple2453 — 7 days ago

All Eliza Variants: Crit vs Critless?

As a very dedicated player to Eliza myself, i decided to uncover this mystery which has been going on ever since. "All Elizas are better critless except Dark Lord" but is it true?

Note that i will be sharing my experiences. You might not agree with my opinions but for me this is the optimal builds for all Elizas. (I have evolved almost all to diamond, and collected all.)

1- In Denile

Better as Critless. She doesn't offer much even as a bronze variant, she can tank some debuffs for you, setup and tag out. You can build her however you like to be honest but if you're setupping against a painwheel or dahlia it's better critless.

2- Decrypted

Better with CRIT. She's such an underrated offensive fighter. She actually deals a lot of damage compared to other bronzes, and her utility isn't half bad. Can be used as your main fighter.

3- Bloody Valentine

Better as Critless. Cheap and very useful painwheel counter for rifts.

4- Scarlet Viper

Tie. I personally like her with crit. She deals a lot of damage compared to silver variants and can apply bleed. She can also deny her own bleeds with her taunt if you can weave it in between your combos. But critless is also great, an argument can be made for both.

5- Tomb & Gloom

Better as Critless. Nothing much to say about this variant, she is not that good in my experience. But of course you can make her work since she's an Eliza.

6- Nightshade

Better with CRIT. Her Sekhmet attacks deal %50! more damage and she can deny enemies from reviving if they die by Sekhmet attacks. She needs to hit really hard if you want to use her against DWish, Valentine(s) etc.

7- Diva Intervention

Better as Critless. Great variant. You can build one with CRIT as well.

8- Bloodbath

Better as Critless. Just BHD but way better with Eliza's kit and infinite juggle.

9- Red Velvet

Better as Critless. Support fighter, set your HEX and tag out.

10- Lapis Luxury

Doesn't matter. Don't build this Eliza unless you're as dedicated as me... But for the record she is a "defensive" variant so you build as tanky and high meter gain.

11- Inner Pieces

Better as Critless. Support variant, don't trigger black dahlia and painwheel while youre setting up your buffs.

12- Noble Mogul

Tie. You can build her as how you want to use her. I personally use her just for support so she is critless.

13- Stand Out

Better as Critless. Another amazing variant to deal with painwheel. BUT you can build her with CRIT as well if you're going against Dahlia since she will be denying her regen and enrage with her SA.

14- Mummy Dearest

Better with CRIT. This is probably contraversial for a lot of people but Mummy Dearest is better with CRIT in my experience. Let her take over and deal tons of damage, she can obliriate the current meta defenses with some supports. (Dwish, Megalo, Reimaged is a Mummy Dearest fodder.) She has extreme utility for herself, just give her Raining Champ and one more support and watch her "rip and tear".

15- Don Passione

Better as Critless due to her perma Miasma stacks. But nothing wrong to build her with CRIT, still build at least your first copy as critless.

16- Dark Lord

No debate here, she must be built with CRIT.

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u/Ok_Purple2453 — 8 days ago

Crimson Reaper - Eliza (as Testament from Guilty Gear -Strive-)

 "You fool...Don't you understand what a burden it is to have such power?"

Elegant Slaughter

SA1: Gain permament PRECISION when entering Sekhmet mode. Critical attacks will apply CURSE in Sekhmet mode for 3/5/7 seconds. When Eliza exits Sekhmet mode, all buffs on Eliza and debuffs on enemies will be removed.

SA2: For each removed buff and debuff Eliza gains IMMUNITY and 1 stack of BARRIER for 5/10/15 seconds, and enemy will lose %0.5/0.75/1 of their MAX HP. Lost HP through this way can't be recovered in any way.

u/Ok_Purple2453 — 8 days ago