Yuzunamiki
Race: Beastfolk
Gender: Female
Type: Earth
Personality: Evil
Starting Class: Ninja
Class Change:
Role: Damage, Support
Skills
Unique Skill (Inheritable)
Performs a minor physical attack on a random target, with double the hit count, and a chance to inflict Charm. If this skill damages an already Charmed enemy, the Charm status affliction will not be removed. Charm effect is lost and damage is reduced if learned by someone other than Yuzunamiki. Efficacy increased based on skill level and chance of inflicting Charm increased further.
Unique Skill (Not Inheritable)
For the first 3 turns of battle, when attacking an enemy, Foxfire performs a minor physical attack based on Attack Power that has a guaranteed hit. Hit enemies take increased damage for 3 turns. If there are multiple enemies, the target is chosen at random. If this skill damages an already Charmed enemy, the Charm status affliction will not be removed.
Discipline Skill
Continuously increases each stat, with SP ad Attack Power increased further. SP and Attack Power increased further based on skill level.
Adventurer Reviews
TheAxolotl's Analysis
Our second legendary Ninja is quite powerful, but there are a few things to keep in mind. We'll start with her kit.
Thousand Hue Blossom is a very potent signature attack. Think of this as a better Wild Throw, which can hit a single target multiple times. This gives it great use as both single and multi target scenarios. Early testing shows that an inherited level 3 Hue is roughly equivalent in damage to a level 5 Heavy Attack, which makes this quite potent both when used on her and inherited. The Charm aspect can also be convenient, but it's nothing absolutely game breaking at the moment.
Her passive, Foxfire Assault, provides a debuff to enemies she hits during the first 3 turns that increases damage dealt to them by the party by roughly 5%. The debuff lasts for 3 turns and is subject to extension from Alice inherits, so definitely give her some of those! If hitting the same enemy multiple turns, the timer gets reset, so she can effectively maintain the debuff for 6 enemy turns without an inherit. Since it is a debuff, be mindful of the 3 debuff limit during those first turns. Also keep in mind that this is enemy turns and not her turns, so enemies that perform two consecutive actions will have this duration shortened.
Her Discipline, Pinnacle of the Flower District boosts Attack Power and SP, which are both solid minor increases and, while welcome, aren't going to be as impactful as more levels in her skill would be.
The biggest question people will have is around how she compares to Rinne and if she's worth pulling for. Compared to Rinne, she should be consistently doing higher single target damage, which is something that Ninjas currently struggle in. If you want to pick one to run, Yuzu is going to likely be the stronger one. That being said, nothing should stop you from running both, as they are very exceptional adventurers.
The big thing to keep in mind with pulling for her is that we have a new class coming soon. Yes, she's strong, but she's released at a time where the meta is 2h weapons with Strength+ and we have no idea what the new class is going to bring to the table. Consider those factors before making your choice!
Adventurer Pull Plans
TheAxolotl's Pull Plan
I pulled multiple copies because despite the current meta, I'm a fan of Ninjas, as well as her damage + utility combination and her aesthetic.
Duplicate Usage
- Inherit on her own skill will increase its effectiveness.
- Inherit to another adventurer if you need to give them a solid active skill.
- Increasing her Discipline to increase her Attack Power and SP.