Shelirionach
Race: Elf
Gender: Female
Type: Dark
Personality: Evil
Starting Class: Mage
Class Change:
Role: Damage, Support
Skills
Unique Skill (Inheritable)
By glimpsing the future, the user can act against a dangerous situation. Chance to evade or reduce the first received damage higher than 50% of own max HP. Activation rate greatly reduced if learned by anyone other than Shelirionach. Activation rate increased based on skill level.
Unique Skill (Not Inheritable)
Due to the strain of shared perception with the Sacred Tree, at turn end, if MP is 25% or lower, the user falls Asleep during battle for 1 time only. While Asleep, damage taken is not increased, and MP is recovered at turn end. While Asleep, the user automatically uses a dark-type spell attack on one enemy.
Discipline Skill
Continuously increases each stat, with Magic Power and Action Speed increased even further. Magic Power and Action Speed increased further based on skill level.
Adventurer Reviews
TheAxolotl's Analysis
Shelirionach is our latest mage, and she has a very interesting and unique kit.
Eyes That Know The Future
gives a nice defensive boost to mages and helps her avoid extremely strong one-shotting attacks, which at a glance seems just okay, but there's an interesting nuance to this. This skill can trigger multiple times within a turn, once for each enemy that attacks her. During testing we saw sequences of her evading an attack followed by her receiving reduced damage from two additional attacks within the same turn. This is quite noteworthy, as in theory, she could evade multiple times in a row, really adding to her defensive protections. Mechanically, this skill seems to work by having an X%
chance of evading and a 1-X%
chance of reducing damage. As the skill level increases, the chance to evade increases and the chance to reduce damage decreases. This is quite powerful as more evades means a higher overall uptime of protection, but it's not clear how impactful each level increase would be.
When inherited, there is a significant reduction in the activation rate, so it's likely not going to be too helpful when given to other adventurers, but something worth considering for the whales out there.
This is fine since her Discipline is one of the stronger ones. While I'm not a big fan of Disciplines in general, Child of the Sacred Tree
works great for Sheli since it boosts her two most important stats - Magic Power for more damage and Action Speed for maintaining optimal turn order.
The real interesting mechanic, though, is with her signature skill, Dream of the Sleeping Witch
. This skill has a lot of nuance to it, making for a very interesting skill. First, it helps alleviate one of the major issues that mages face right now - longevity in long dungeon exploration sessions. If Sheli is below 25% MP at the end of her turn, she will put herself to sleep. While sleeping, she performs two actions automatically - the first is that she nukes an enemy with a dark attack. This attack hits significantly harder than a manually-cast ZELOS
. The second action is that she restores a flat 8 MP. This doesn't scale, but it can add up over a long time. If she ends up sleeping for 5 turns in a fight for some reason, she will restore 40 MP, and while she can only put herself to sleep once in the course of a given battle, she can put herself to sleep multiple times over the course of a given dungeon exploration session.
There's a specific sequence of events that occur here. We need to verify this completely, but I believe the order of events is:
- If Sheli is asleep, perform her sleepy nuke.
- If Sheli is awake, take an action like normal.
- If Sheli is awake and meets the MP threshold criteria, she goes to sleep.
- If Sheli is asleep, she restores 8 MP.
- If Sheli is asleep, there's a chance for her to wake up.
One important thing to note about this sequence is that early testing shows that if she puts herself to sleep, she's guaranteed to stay asleep that first turn, so you are guaranteed to get 8 MP back. If a fight lasts 2 turns and she puts herself to sleep on turn 1, she is guaranteed to restore 16 MP as long as she's not woken up before her second turn comes.
In addition to the MP restore and damage boost, she will not take double damage from attacks made against her while she's asleep. This is quite significant and will go a long way to helping a squishy elf mage stay alive.
One key thing to think about with this skill is that the MP restore and the sleepy nuke will happen regardless of the source of her nap. This effectively means if you're in a fight where KATINO
or Eye of Torpor
gets used against you, she does not have a dead turn, as she's immediately perform her sleepy nuke when her turn came around.
Shelirionach's kit is extremely interesting and nuanced. While it won't help a ton during the course of a boss fight, the MP restore can be quite impactful while progressing through a new map. In addition, her race, element, and Discipline are all very favorable towards her role as a damage dealing mage. Also note that while she does have access to LAZELOS
, Sheli is the first legendary mage that does not have a Secret Art
spell, so you won't get a boosted LAZELOS
. I certainly don't consider her a must-pull, but I do personally think she has the strongest kit of any damage-oriented mage released thus far. If you have any spare Iarumas' around, Shelirionach makes an excellent recipient of a TZALIK
inherit.
Frobro's Review
I will not mince words here; nor will I exaggerate. Shelirionach is the strongest mage in the game by a large margin. Shelirionach would occupy an S tier by herself if a tier list were constructed for units by class. Fundamentally, she plays an entirely different game than the rest of the field, and the game she plays is much more effective than what other mages have access to. Shelirionach was created by scientists in a lab to be as optimized as possible.
Let’s start from the top. Dark/Evil/Mage/Elf/Female gives her a min-maxed stat line and access to synergy buffs from units like Milana, Alice, Arboris, Rinne, Elda, Emil and Red Beard. At the current end-game, (Post Abyss 3) Dark resist is the best resist to have and no boss attacks with the Light element. Her discipline focus stats are Magic Power and Action Speed; the ideal set.
Onto the secret sauces. Dream of the Sleeping Witch is a perpetual motion engine; it constantly and reliably fuels Shelirionach’s MP. Unlike other mages who have to pick their shots and use cheaper forms of CC like the AOE debuffs (Dilto/Morlis/Balfeos) or statuses like Sleep to make large groups of enemies more manageable, Shelirionach is free to cast higher levels and therefore more expensive damaging spells, recklessly. Death; the best kind of CC! Shelirionach is allowed to deal, frankly, unreasonable amounts of damage in the long run compared to every other mage in the game while also being just as good at playing the “debuffing mage” role as her peers. The particulars of how this passive works include some extra bonuses for no reason! Shelirionach will regain MP, cast Slumbering Darkness and won’t take double damage while asleep no matter how she got put to sleep, meaning she is functionally immune to this status condition. While asleep, her Eyes That Know the Future skill can still proc, allowing her to mitigate or outright dodge mortal wounds. WHILE ASLEEP. As if that wasn’t enough, this passive dodges spells just cuz’, making it even less likely that an enemy can interrupt her sleep. Assuming the hit meets the “<50% of Max HP” pre-requisite, it will activate something around 70% of the time!
Also, Also; the spell she casts while asleep, Slumbering Darkness, is equivalent to Zelos 6 and costs 0MP. Actually, it’s more like it costs negative 16MP since you gain that much anytime you cast it…at minimum. Oh, did I mention she casts this every turn for however long she stays asleep? At that point, you’re practically encouraged to upcast spells at higher levels just to deplete your MP to oscillate around 20%-30% of your max MP and access this move every battle.
My favorite fun fact is that the reworded Mental Unity description specifies that it increases the “Damage of attack spells that consume MP”, but for some reason still applies to Slumbering Darkness. Imagine this; Begin fight with >25%MP. Sheli’s turn, cast Mental Unity, fall asleep +8MP. Sheli’s turn comes back around, still asleep, boosted slumbering darkness for 1300dmg, +8MP…
In conclusion, Drecom realized that legendaries need to be compelling and finally made something worth investing in. Do not listen to the downplay. What other mage can do even half of this nonsense?
Adventurer Pull Plans
TheAxolotl's Pull Plan
I really like Sheli, so I pulled for a couple copies with the goal being a base copy and an OCD Discipline copy. I managed to get an additional copy that I gave to my MC, and if I happen to get another copy with the free bones, I'll likely take her up to D2.
Lynd's Pull Plan
Despite her name, I still pulled because she's cool. Should I have pulled more? Maybe, maybe. Did I? Nope.
Duplicate Usage
- Discipline to improve her Magic Power and Action Speed
- Inherit to herself to improve the activation rate of her "one-shot-prevention" skill
- Inherit her skill to other adventurers to give them a very low chance of triggering the "one-shot-prevention" skill