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.

**Please note that this page is being revamped - some reviews contain outdated info.**

### 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 endgame 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

**Year 3 – Carnival Exclusive**

 **Giselle**
 **Louisa**
 **Luna**
 **Mina**

**Year 3 – Treasure Hunt Exclusive**

 **Blair**
 **Camille**
 **Esther**
 **Kaia**

**Year 3 – Seasonal Banners**

 **Angela**
 **Astarte**
 **Bikini Girls**
 **Billie**
 **Caroline**
 **Christina**
 **Christmas Devils**
 **Freya**
 **Geneva**
 **Grace**
 **Halloween Witches**
 **Harlee**
 **Iris**
 **Lilian**
 **Mabel**
 **Maeve**
 **Margaret**
 **Roselyn**
 **Ruby**
 **Saika**
 **Scarlett**
 **Summer Ladies**

**Year 3 – Basic Summons**

 **Amy**
 **Elva**
 **Evelyn**
 **Haley**
 **Joyce**
 **Juliana**
 **Katherine**
 **Lucy**
 **Una**
 **Venus**
 **Vivian**
 **Winni**

**Year 3 – Others**

 **Flora**
 **Kate**
 **Little Reislin**

**Year 1 & 2 Characters**

 **Alice**
 **Bonnie**
 **Cecilia**
 **Chris**
 **Crystal**
 **Elizabeth**
 **Ellen**
 **Emma**
 **Erica**
 **Fanny**
 **Giselle (Babydoll)**
 **Hazel**
 **Ingrid**
 **Jessie**
 **Jodie**
 **Kirara**
 **Kylie**
 **Maggie**
 **Monica**
 **Natalia**
 **Nydia**
 **Pamela**
 **Phyllis**
 **Priscilla**
 **Rachel**
 **Rayna**
 **Sarah**
 **Sylvia**
 **Taylor**
 **Tiffany**

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# Carnival Girls

## Amina

### Availability

Amina is one of the carnival girls, available only during the monthly carnival. It is usually compared to Luna due to both being carnival arts of the Wind element. A recently added character, Amina is a good option to have as your first carnival character, especially now that Giselle and Mina have good substitutes in Lilly and Tashia. Just be aware that as a carnival girl, once you set for her, you should go all the way to evolution 7 or 8 stars, else you risk falling behind other players.

### PvE

As a carnival girl, Amina is one of the best damage outputs you will find for wind characters. Her skill for PvE might be not as optimal as Saika's, however.

### PvP

Differntly from usual bursty themes you find in other wind arts, Amina's skill trades burst for increased damage. Together with her poison, her skill deals a whooping 2.7 times her attack as damage. This damage is further amplified by her awakening passive which increases her damage at the beginning of her turn. When coupled with a proper team with durability to maintain her alive until the end of the poison, Amina is sure to pack a good punch against any team. As a carnival character, her talent tree is also one of the best, with three different buffs, to her attack damage, her hit points, and a bonus damage against lightning characters. Another special feature of Amina's skill is the Silence debuff, with prevents one character from doing one normal attack on the next rotation. This debuff is specially effective if hit on a character with a strong basic attack like Tashia, Iris or Camille. The debuff hitting only one character is highly unreliable, however, and Amina should not be used with the sole intention of countering someone with her silence.

**Awakening passive**

As mentioned previuously, Amina's awaken skill has a great synergy with herself, by increasing her damage during her turn. It is also important to notice that the damage of Amina's poison is dictated on the turn she used it, meaning the increased damage will apply for the poison on its entire duration. At 7 and 8 stars Amina also has a chance or is guaranteed to extend the poison effect for one turn, adding a further 0.4 times her attack damage to her skill. As a bonus, 7 and 8 stars also increases the duration of her silence by one turn, making it more versatile to be used. Another very situational bonus of Amina's passive is the ability to evade Burn or Poison for 10 turns, which would help against Giselle and/or Lilly, but optimally, you would want to avoid using Amina vs fire characters anyway. Funnily enough, this part of the passive makes her a good matchup into herself.

**Recommended spot in your PvP team**

In spot 4, if 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 Amina takes spot 1. If you use a buffer character like Kaia on spot 4, Amina can also go into spot 1. Also, watchout for characters that can remove her poison and position accordingly!

### Notable synergies

**Alizee** - The queen of Sports, The cute cat loves to buff and defend water and wind characters. With a big resistance buff and one of the best hit point pools in the game, Alizee can take plenty of hits in order for Amina's poison to have its full effect. Amina's potential to negate burn also is an added bonus for Alizee. Alizee's talent also buffs art characters. It is must have if you go for Amina. Cat and Racoon duo!

**Winni** - Amina loves extend fights, Winni loves to extend fights. Her dodge gives plenty of time for the poison to take effect. Winni's talent and awakening passive also has a chance to buff Amina's attack damage.

**Christina** - Similar to Winni, Tina loves to extend fights, and can also buff Amina's damage.

**Debuffers** - Using debuffers like Geneva or Katherine, makes it harder for enemies to counter Amina's poison with cleanse effects.

### Countered by

**Venus & Evelyn** - Cleanse effects can remove Amina's poison and negate most of her damage. Position correctly to avoid it!

**Iris** - Amina needs plenty of time to do her damage, therefore, burst teams give her a hard time by ending the match quickly. In special, Iris can do increased damage to her due to her fire element and is commonly found on bursty teams.

**Amina** - <Insert Spiderman pointing at each other meme here>. Funnily enough, awakened Amina can have trouble against herself because of the passive having a chance to negate the poison. If you find yourself in this matchup... May the odds be in your favor.

### Summary and overall rating

Even though most players are already used to choosing Giselle, Mina, or Luna as their first carnival girl, choosing Amina first is debatable a acceptable choice. Nowadays, with the addition of Lilly to the Treasure Hunt, makes it much less unforgiven to not choose Giselle as the first carnival girl, giving some room to the other girls including the racoon. If you want a character that has a middle ground between killing tanks and killing low HP characters, Amina is a nice choice. When going for Amina as your first carnival character probably want to go for Lilly as your treasure hunt character and keep your eye on your Event tickets around December, when Tashia comes out. This way you make sure to have good art characters covering all elements.

In summary, if you either hate foxes, love raccoons, hate to be mainstream, or like mommies with a big huge pair of... claws, don't be afraid to follow your heart. Help Amina's quest on getting ~~useless~~ information from senpai and you may discover what is the deal with the raccoon clan, and who knows, you might get this fancy raccoon lady on your side.

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## Giselle

### Availability

Giselle is only available through the Monthly Carnival as one of the Carnival Exclusive girls. This means you will be able to get some of her fragments monthly.

### PvE

As always, Carnival/Treasure Hunt Arts characters warrant a high PvE rating as they have higher base stats than seasonal or basic summon girls. She scales well in damage and will help carry you through story. Her skill allows her to Burn through enemies' based on their maximum HP, which characters in story mode tend to have plenty of. Note: Burn can stack with Poison.

For invasion, Giselle is not very ideal, as her spell is multi target, and because the Wind boss is not affected by her burn (The Invasion bosses are regarded as having no HP). As such, the player should try to put in Giselle in a delayed position so she uses as many basic attacks as possible. Likewise, when using buffers, the player should aim to buff Giselle's basic attack for invasion. Given all her limitations for Invasion, if the player has to choose one Fire arts for Invasion, they will probably do better with Lilly or optimally Iris.

### PvP

Once the queen of Fire arts, Giselle brings both good stats and one of the best PvP skills to Arena. As any carnival arts, her stats tend to give up on Recovery for higher HP and ATK stats, which is very favorable for Art characters. Her skill applies Burn, a very strong stat effect that damages enemies based on their maximum health, this means that a big part of Giselle's damage comes from the burn, and she won't be affected by spells that obstruct a character's basic attack like Dodge or Silence. It is important for the player to keep in mind that, differently from Mantra, maximum HP added after the battle starts, like talents and awakening passives, are not counted towards the burn damage, so Giselle is not as effective against characters which have most of their HP come from those boosts, like Alizee and Haley.

Once regarded as a good nuke, nowadays, most of Giselle's damage come from her burn. Her spell has a worse scaling than Lilly and even Erica (although her Y3 stats will cause her to always do more damage than the later). As such, Giselle is best used with characters that can help her team survive through the first spell rotation to give enough time for Giselle's burn to do its job. Also, Giselle won't be as effective when her burn is cleansed.

Despite the ability to lose her damage if the burn is not used properly, when it IS used properly, the damage should never be underestimated. Giselle is one of, if not the best character to counter Sports characters due to her damage based on maximum health. Even when landing on lower HP characters, the burn is also no joke, being able to even help take down heal teams despite their lower HP. As any carnival character, the three added effects from their talents is very valuable. Giselle's talent in special, has a 5% chance to dodge any spell or basic attack, which can be very noticeable if dodging a high damage spell like Elva. This coupled with an increase in the character's HP synergizes well with her burn by helping her team's survivability.

### Giselle vs Lilly

As a fire character who gives burn, the player will naturally compare these two characters. Sadly, for Giselle's fans, Lilly came as a better choice. Giselle's has lower base ATK and lower scaling on her spell, making her upfront damage not as good. Giselle's burn is also less consistent, as it only targets one unit. Furthermore, Giselle's spell has no form of buffing her team's damage.

Awakening wise, Giselle will have more damage on her basic attack, but that's about it. Without any improvement in damage for her spell, except for one turn of burn, Giselle's awakening also lacks behind her competition from Treasure Hunt.

In short, for now, the player is advised to not go for Giselle as their carnival girl if they are already aiming for Lilly as their choice in Treasure Hunt.

### Notable Synergies

**Freya and Margaret** – Those two are good buffs for any fire arts, and Giselle is not exception.

**Scarlett** – Actually, any debuffer who would cast before Giselle can help her burn deal with cleansers.

**Amina** – While not any direct synergy is present, both characters have the same goal: Survive long enough to deal lots of damage.

**Lilly** – Lilly or Giselle? Why not both? Lilly is CD6 and can buff Giselle. Going vs teams that decrease fire damage won't be as problematic either as the burn does not care about damage reduction.

**Roselyn** – Not the best choice with her, as Giselle's burn targets only one character, but a chance to decrease 50% damage of someone is already something to mention.

**Winni** – Dodge and annoyance for years. Watch their team burn while they can't touch yours.

**Amy** – Can't reflect burn.

**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** – More so 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.

**Christmas Devils** – Oh boy, those two girls hate Giselle. Despite Sport characters already being mentioned above, CD deserves an honorable mention because her taunt catches Giselle's burn, guaranteeing her team gets maximum damage from it.

**Winni** – When most of your damage comes from the burn, you can not care less about dodges.

**Geneva** – Burn does not care about damage reduction.

### Countered By

**Violet** – Even you, Brutus? Your sister will do anything to stop you from replacing her. She learned to negate your burn completely.

**Amina** – Seems like the enemy of your village got some secret information. Amina also learned to negate your burn.

**Astarte** – This little elf will ruin your life vs heal teams. Any damage done by your burn will be outhealed. It is strongly advised to use a different arts character to fight heal teams when they include Astarte.

**Venus & Evelyn** – As any other important debuff, cleansers gonna cleanse. Watch out for those when fighting heal teams as they will make Giselle borderline useless.

### Summary and Overall Rating

This stubborn fox might not be the best arts character anymore, but she still does her job. Character's like Mina or Luna may have a better damage spike on skill use, but for longer fights Giselle’s damage will eventually outpace them. Her damage is also much more consistent even when Winni, Clara, Grace, 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. Good stats coupled with good consistent damage puts Giselle on the choices for the first carnival girl for whoever likes her stubborn but cute personality (Or maybe ribbons? Or a big sword? Twintails?). Just keep in mind it is still advised to go for other carnival girls first if you already have Lilly.

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## Louisa

### Availability

Louisa is one of the carnival girls and as such, her fragments and awakening stones are available during the Monthly Carnival. Just like any of the carnival or Treasure Hunt girls, Louisa takes longer to max, and once chosen, should be finished before aiming for another carnival girl.

### PvE

Louisa, as any other carnival character, has high stats and as such is one of the best art characters the player can have for PvE. Her spell is okay, not hard to use, giving only buffs. No interaction with runes, however, decreases the potential of the player to make strategies, or gives no help performing higher combos. Despite that, still an overall solid character for PvE just for her stats.

### PvP

Louisa acts as a support Art, increasing the damage taken of enemies to Art units while also packing a good punch herself. Her CD5 spell is very valuable for an Art, as it helps avoid most of the damage reduction spells in the game, usually brought by Sports or Science girls of CD6. However, as any other CD5 support, the player has to keep in mind on how to fit a Sports unit on the team, as usually Sport units occupy this position in the party. The condition of Louisa's spell is that she debuffs enemies only for the damage of art characters, so naturally, the player will find her more viable in teams with 1 Sports and 3 Arts, although she can also work with another buff character. Her debuff duration of 5 turns, however, won't be enough to reach the basic attack of self buffing arts, as such, the player should keep this in mind when using Louisa to increase the damage of Camille, Tashia, or Iris.

Louisa's Awakening passive greatly boosts her damage, especially when she is on Position 2 or 3. While it synergizes well with her CD5, it also means she can be used as a CD6 without many problems, but the player must be aware of damage decreasing spells when defending.

Her art support nature, and her CD5 spell, makes Louisa comparable with other art supports: Kaia and Summer Ladies. When comparing to Kaia, Louisa is more about increasing the damage of multiple characters, having a smaller increase in damage but for 5 turns, while Kaia aims to strongly buff one or two units. Louisa's spell is also a debuff, while Kaia's is a buff, so they interact with teams differently. Louisa has no trouble with CD limitations, as Kaia will only acquire her CD5 at higher awakenings. This makes Louisa more versatile, and a bit less team dependent than Kaia. When comparing to Summer Ladies, Louisa will naturally be stronger overall due to her higher base stats for being a carnival girl. However, Summer Ladies' speciality is for Water and Lightning teams. In this case, Louisa will be buffing only arts, while Summer Ladies will be buffing the entire team. As damage usually comes mostly from Arts, Louisa will be preferred over Summer Ladies, except a few niches where the player intends to use high damage non-art units, such as Alberta and Lucy. Other niche situation that Louisa might fall a little behind Summer Ladies is against Fire/Wind compositions, due to the later's Awakening passive which increases damage against those two elements.

As a lightning character in the carnival, the player might tend to compare Louisa with Mina. However, the two character's play different roles. While Mina usually acts independently and is best used as the target for the team's buffs, Louisa will be the one helping her team instead and assisting their damage. When choosing between both, the player should consider which role is needed more on their team.

### Notable Synergies

**Violet** - Louisa's support spell is based on decreasing the enemies' defenses. As always, any debuff that helps trigger Violet's awakening passive is a strong synergy. The player won't be getting this synergy until later in the game though, as two carnival girls take a long time to unlock.

### Counters

**Geneva** - As a CD5 arts, Louisa's spell will pack a punch before any damage reducing spell comes into play, even on defense if the enemy doesn't have a CD5 themselves. As such, character's like Geneva and Billie won't be able to reduce the damage of Louisa's spell.

**Heal Teams** - Heal teams already have a hard time against arts and burst damage, now imagine if their defense to arts is lowered. The player should be careful with Venus and Evelyn however, as they may cleanse Louisa's debuff.

**Winni** - Louisa can, and is usually used to buff spells. Winni can't dodge those.

**Clara** - Most of Louisa's increase in damage comes from her awakening passive and her debuff. Clara won't do much cleansing her self buff part of the spell.

###  Countered by

**Saika** - Louisa loves to have plenty of arts with her. Guess who also loves to see plenty of arts on the enemy team? Louisa's element disadvantage is even more trouble against the bird girl, making Saika one of her bigger problems.

**Evelyn** - Louisa's best friend knows her weaknesses. The player should position accordingly vs cleansers so Louisa's debuff won't go away, which is usually hard for CD5 debuffers.

### Summary and overall rating

As a carnival character, the timid bunny musician won't disappoint. Louisa is one of, if not the best art support in the game, and her CD5 is very valuable, making her avoid most debuffs before casting her spells. Her debuff aiding all art characters also is very consistent, without much randomness involved. All of this while carrying strong stats and a great damage herself. As a carnival girl, Louisa can work by herself, but she is the best when the player already has another strong arts to support. As such, if the player has strong arts already, if they aim for more bursty teams, or if they just love some piano/keyboard songs, this shy bunny will be the best choice. Maybe you will find yourself sitting with her by the lake, listening to her beautiful songs.

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## Luna

### Availability

Luna is one of the carnival 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 nonetheless, in particular against bosses such as the Coin Boss.

### PvP

Luna shares the role with Mina as a very strong carry and a reliable target for damage buffs from other girls, due to her high damage skill. Yet there aren't that many players who use her: most players will choose Camille, even though Luna is much better overall than her, because Camille is easily available at early stages of the game. 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 in the early game: 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**

Luna's awakening synergizes very well with her kit and helps nullify her weakness. By transforming one target into lightning, her damage is greatly increased, especially her spell. Furthermore, it increases ally's damage to Lightning enemies too, further increasing the team's damage output. The awakening not only makes Luna a nemesis to Lightning teams, but also good against generalist teams that try to nullify elemental weaknesses by using one character of each element.

**Luna vs Camille**

Luna’s main positive point against Camille is that her damage is not only higher, but also much more reliable. Camille’s damage is focused mostly on her single attack, while Luna has damage on both Skill and Attack. This means Luna is not as easy to counter with Dodges, Buff removal, or alike. Furthermore, Luna’s damage is easier to buff without delaying any units, unlike Camille’s basic attack. Now with the awakening, Luna’s damage is also much more guaranteed, as even if she does not hit a Lightning character, her damage will be split, while Camille can always lose quite some damage by hitting a fire target.

Despite being stronger overall, there are situations where players will still want Camille over Luna. First, Camille is much more easily available in earlier stages of the game, which opens the player to choose another Carnival girl to cover a different element. The difference in power is not as big, and Camille can still do her job just as fine. Regarding buffs, although it is easier to find buffs for Luna, some buffs are still okay for Camille without repositioning, making her not a big of a difference in those teams. Lastly, against teams with damage reduction, the match will favor Camille heavily due to her awakening ignoring this type of debuffs, so the player should prioritize Camille against opponents like Geneva or Katherine.

**Luna vs Amina**

Luna’s role is very different from Amina’s, despite both being arts. When choosing between the two, the player must ask themself what the goal of their team is. A team that focuses on killing the enemy as fast as possible will prefer Luna, as a lot of her damage is guaranteed for the first 8 turns of her awakening. A team with not enough survivability will also prefer Luna, as Amina will not have enough time for her poison to deal as much damage. Luna’s positive points vs Amina is that Luna is a much better option when fighting Lightning enemies, as Amina’s poison won’t consider elemental advantage. Luna’s damage also isn’t bothered by debuff cleansers, thus requiring much less setting against Healing teams.

There are some situations where players would still prefer Amina over Luna. As mentioned before, if the player’s team is tanky enough to last several rounds, the damage on Amina’s poison can surpass Luna’s damage, especially against teams with no Lightning characters. Amina’s poison is also not affected by damage reduction, unless it is a debuff that reduced Amina’s damage at the time of the spell cast (Although Camille is probably the best option in this case). Lastly, the damage from Amina’s poison won’t be reduced by elemental advantage, or effects that decrease Wind damage, making much preferable against teams that include, for example, Zoey.

**Luna vs Saika**

Being a Carnival summon means that her skills and stats in general are much better than Seasonal or Basic summons like Saika, therefore the player should almost always consider Luna over Saika when building teams.

Very niche situations where Saika is preferred over Luna involves fighting enemy teams with 3-4 Arts, or compositions where Literature girls can greatly take advantage of Saika’s talent, like Vivian or Katherine

**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.

### Notable Synergies

**Flora** – No discussion, a match made in heaven. Flora has a very strong buff for other characters that is doubled for Wind characters. Those two together are up for some very high burst and will easily deal with teams without proper tankiness. In some cases, Flora Luna might even make 4 Wind teams viable.

**Alizee** – The best sport character for buffing Wind units, Luna is indeed a good partner for Luna.

**Kaia & Lilly** – Any strong buffer is Luna's best friend. Those two can also pack a good damage themselves for even more burst.

**Clara** – Another option for buffing burst damage.

### Counters

**Teams with Lighting** – Teams that do have Lighting girls will make Luna trigger her additional strikes and who doesn't like more attacks right?

**Teams with one of each element** – Any elemental coverage is bound to fail by Luna's awakening passive.

### Countered By

**Zoey** – Luna's nemesis, greatly decreases Wind damage. If any other options to counter Luna fail, Zoey should do the job.

**Margaret** – Not as strong counter as Zoey, but Margaret can still nullify quite a bit of Luna's damage.

**Freya** – Another option for decreasing Wind Damage, but not as reliable.

### Summary and overall rating

Even though most players won't choose Luna as their first Carnival girl for her versatility, she is debatably an equally good choice. Especially if you want to have \*someone\* who is decently able to dispatch almost everything, including Heal teams. Sadly, even though she is way better than Camille, the mere existence of Camille makes Luna much less of a necessity than other carnival girls. As a result, Luna will often be used much later in the game. Had the player chose to skip Camille and go for Luna, though, the player will be set for a very strong burst damage that won't be surpassed by anything later in the game.

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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## Mina

### Availability

Mina is one of the carnival 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. Mina is usually one of the suggested girls for your first carnival girl, together with Giselle, Luna, and now Amina.

### 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. When comparing Mina with the other lightning arts characters, 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. Mina has a slightly better damage output than Tashia in general teams and teams with more than one water character, but Tashia will do more damage against teams with specifically one water character due to her targeted basic attack.

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**

In spot 4, if 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. When awakened, Mina should be on spot 1 regardless, as her basic attacks are very strong, and as such, she can open up spot 4 for other arts. If you use a buffer character like Kaia on spot 4, Mina should always into spot 1 regardless of awakening.

### Notable synergies

**Summer Ladies** - A no brainer, Summer Ladies is an excellent buffer for water and lightning characters, and Mina is no exception.

**Clara** - Clara has a good setup for teams aiming to burst opponents on the first few rounds, thanks to her awakening passive two of your arts damage are heavily increased for a few rounds in the beginning of the battle.

**Una** - Once regarded as mediocre in PvP, Una is now back on the table with the addition of Sports characters with cooldown 6. It's possible to get the maximum out of her skill easily with someone who deals immense raw damage such as Mina.

**Margaret** - Margaret and Mina cover each other's weaknesses fairly well, as opponents will want to use Water characters against her, Mina will have an easy time doing plenty of damage. Mina is also Margaret's HP bond.

BEWARE: **Abby** - Abby has an added buff if she is teamed with Mina, but since she is a Year II character it is 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.

Teams with **more than one Water Character**: Together with Geneva, Mina is arguable the best character to deal with Water teams.

### 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.

**Saika** - Mina is both a Lightning and an Art character, two types that Saika loves to damage.

### Summary and overall rating

Even though most players will choose Giselle as their first fox girl for her versatility, choosing Mina first is debatable as an equally good choice. Nowadays, with the addition of Lilly to the Treasure Hunt, choosing Mina as your first Carnival character is even more favorable. Especially if you want to have \*someone\* who is decently able to dispatch heal teams, which Giselle and Amina have difficulties against. When going for Mina as your first carnival character you should keep an eye for Saika or Iris available around August as your wind or fire art character, depending on which element you did not choose on Treasure Hunt.

In summary, 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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## Violet

### Availability

Violet is one of the carnival girls, available only during the Monthly Carnival.

### 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, which are found at higher world stages. Overall, Violet remains better than Elva mostly thanks to her Attack stat, and her skill added effect, although useful in the late game, 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. Elva is also a superior choice for Invasion due to her single target spell.

### PvP

**Non-Awakened**: At non-awaken levels Violet is the least powerful of the five fox girls in PvP, unfortunately, and as such for this and another reason it is advisable to not get her as your first Carnival girl, unless you do not mind falling behind in the Early Game. Her skill's base power is equal to the others, it has a cooldown of 6, and for just those reasons Violet is still useable 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, especially if used with Wind characters. In other words, non-awakened 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 either be 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**: This form is where she truly shines. Her 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 party-wide debuff for maximum efficiency, such as Summer Ladies, Lucy or Geneva. Optimally, some girls have party debuffs on their awakened passive that trigger instantly, which will boost Violet's damage even for the first basic attack, forming a good choice for burst teams. Due to her nature of being highly dependent on debuffs, the player should be ready to swap positions or adding additional debuff characters when attacking using Violet, to avoid being countered by debuff cleansing characters. Also due to most of the girls that have good synergy with Violet being seasonal girls, and will therefore probably not be available to the player on the early game, that is another main reason why Violet should not be chosen as a first carnival girl.

**Recommended spot in your PvP team**

Spot 3 for non-awakened Violet, and when the player wants to support other water characters in the party. For best use of her awakened passive, be sure to position her after the character with the desired debuff applying spell. Spot 1 is also a desirable to avoid the damage of lightning basic attacks on the next rotation.

### Notable Synergies

**Summer Ladies** - The most obvious choice when building a Violet team. Summer Ladies have a spell cooldown of 5 that applies debuffs on the entire team while also buffing the damage of water characters. Her talent passive also makes both a bit tankier by decreasing damage taken by 10%. Violet is also Summer Ladies Attack bond, increasing her Stat by 7% at 5 stars. Be careful though, that Summer Ladies awakened passive is a buff to herself only, and does not help Violet's first attack. Furthermore, Summer Ladies cooldown 5 is shared with many sports characters, as such, the player should keep that in mind on how to fit a sports character on the team while building it.

**Lilian** - Similar to Summer Ladies, Lilian also has a team wide debuff in the form of a stun. Her awakened passive causes enemies to take increased lightning for 10 turns, which while not directly buffing Violet, it counts as a debuff for her awakened passive, even on the first attack. Lilian's talent Club Exchange-Arts is also a reliable talent passive to buff the damage of Violet.

**Katherine** - Katherine's spell apply both a poison on two characters, and a teamwide damage decrease for 6 rounds. The two debuffs can somewhat help against enemies trying to negate Violet's damage by cleansing the debuffs. Katherine's talent Overcome Weakness also decreases Lightning damage taken by both her and Violet, which comes in handy to help resist lightning spells.

**Alizee** - Alizee is one cooldown 6 sports that may fit with Summer Ladies and Violet. She also has the same talent as Lilian (Club Exchange: Arts), which helps increase Violet's damage. Furthermore, Alizee's skill further increases Violet's damage by 25%. Just keep in mind Alizee is a wind character and may not like to see herself against 4 fire characters. Burst their team before they can attack Alizee!

**Three/Four Water Teams** - A no brainer, Violet buffs water characters so well it might be tempting to use 4 water characters. Just keep in mind that spells are not affected by Violet's element change, and you might still be burst by four lightning characters. If using it for defense on Grand Arena, be sure to hide the team at ranks 50 and above.

**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.

### Counters

**Heal teams** - Violet is a very bursty character, and can destroy heal teams before they have the chance to start their heal batteries. Watch out for heal teams with Geneva!

**Winni** - Most of the damage from Violet teams are from spells, in which Winni can't dodge. You can't counter water girls with a wet floor, Winni... sigh.

**Giselle & Amina** - In general, teams that take a time to rump up their damage will have a hard time against burst teams including Violet. Giselle and Amina for example, won't have time for their burn and poison to do their job.

**Margaret** - The chivalrous girl is very resilient to a lot of damage types, but water is surely not one of them, and teams with Violet tend to have lots of it.

###  Countered by

**Geneva** - Since Violet tends to be teamed with other water characters, the reduction to water damage caused by the ghost girl will prove to be very powerful against Violet's team even if Geneva's team gets turned to Fire.

**Mina & Tashia** - Strong lightning arts that deals more damage with their attacks the more water characters are on the enemy team. As Violet's try to have more Water characters, Mina and Tashia can be a pain to deal with.

**Venus & Evelyn** - Cleansing characters will try to remove the debuffs from their team and minimize Violet's damage. Position your characters accordingly, or try to apply multiple debuffs!

### 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 disadvantage compared to the other players in the early game, but might make up for it later.

If you choose Violet, it's obviously because her captivating and mature personality has stolen your heart. Help the elder daughter of the fox family vent and deal with her emotions and you may experience drinking some sake with her under the sakura trees. Be it with her seduction skills or with her katana, Violet will always be a girl that you can count on.

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# Treasure Hunt Girls

## Amora

### Availability

Amora is available through the Treasure Hunt, with her fragments being available at the Step-Up and her Awakening Stones available at the main event. As any other TH girl, Amora’s availability is limited and she takes a while to max, being recommended to awaken her all the way to 8\* before starting another TH character.

### PvE

Amora is one of the best literatures for Story mode. As the only literature in TH/Carnival her stats are unmatched, meaning the player will find healing runes recovering more than usual compared to other wind literatures. Amora’s ability is optimal for healing and increasing resilience at the same time making it a good option for PvE. The only other character the player would consider over Amora would be Flora, due to her optimal rune changing ability.

For Invasion, Amora can work earlier in the game to help the player reach 40 turns. But getting Amora early is not recommended as the TH Art characters are more important. By the time the player gets Amora later in the game, their team should already have plenty of Arts and no room for her.

### PvP

Amora’s role in PvP is unusual, being a healer that can also work well outside healing teams as a buffer. As Amora’s healing is not dependent on the team’s recovery it permits her to heal significant amounts even on a regular team. This coupled with her damage debuff allows for substantial tankiness, which is increased with her Awakening and talent which sharply increases her recovery and healing. Her awakening also gives a modest buff to all characters’ attack as a bonus. Overall, Amora is very valuable as one of the few good buffers cooldown 5 to be matched with cooldown 6 Sports. Her healing also has some niche uses: First, note her talent gives healing boosts on top of her recovery buffs, meaning Amora synergizes well with other characters that gives her any type of healing, such as Billie. Second, as the only reliable healing character to be used outside of healing teams, Amora is the best answer the player can have to cure bleeding.

As a healer, Amora is also a powerful option to be used in healing teams, with her stats being enough to out-heal Venus. Therefore, Amora is a good luxury addition to healing teams later in the game, replacing either Venus or Astarte, depending on the match-up. The player just must be aware in case they plan to use Halloween Witches so the team does not have too many Wind characters.

It is important to note that although Amora could be a good buffer or addition to a healing team, she is still a luxury pick in the Treasure Hunt, and the player is recommended to focus on the Art characters first as they make much more of a difference in their roles.

### Notable Synergies

**Healing Teams** – Self-explanatory. The highest recovery in the game will help other healer characters heal even more.

**Billie** – As mentioned before, Amora’s talent increases Billie’s healing on herself, increasing the damage mitigation. Also their buff and debuffs allow for an amazing support for their Arts.

**Blair** – Amora can not only help tank Lightning damage redirect from Blair with her Wind typing, but also buff Blair’s attack to increase her bleeding.

### Counters

**Blair** – Amora is the most reliable healer able to remove Blair’s bleeding effect, as she can fit any team.

**Christina** – Christina counters teams that rely on Max HP or increased resistances to tank. A team with Amora as a literature not only will have less HP for Christina to drain, but also heal it back.

**Disabling Debuffs** – Not really a hard counter, but most of Amora’s potential comes from her spell, which will be cast as cooldown 5 most of the time. Very feel disabling buffs will be able to reach her before she casts.

**Flora** – Amora casts before Flora, rendering her spell useless against her healing unless the commits positional mistakes. Flora’s awakening might help her team burst Amora through her healing, though.

**Healing Teams** – Amora’s healing is powerful enough to help stalling against healing teams.

###  Countered by

**Burst Damage** – Most of Amora’s passives relies on increasing her healing with her spell. If the enemy plans to burst Amora before she casts, she has no way to defend herself.

**Nova** – In special, not only Nova has a very good burst potential and elemental advantage against Amora, she also has the potential to disable her and lock her team out of her strong healing (only when Nova is attacking).

**Scarlett** – On attack, Scarlett has a chance to reduce Amora’s healing. If the healing does not hit Amora, her heal has no cleanse, meaning Scarlett’s punishment will cause more damage.

### Summary and overall rating

Amora is a good luxury pick later in the game. Her healing is a niche addition to general comps on scenarios where the player would have it rather than more HP or resistances. Still, it should not be worth getting her over other more important characters in the Treasure Hunt like Lilly or Camille, as other characters do Amora’s job in a similar way.
Have the player insists on getting Amora first, they will most likely fall behind in damage, both for PvP and for Invasion. Should be advised to at least get one of the Art characters first and aim for Amora in the mid-game. The botany teacher is very caring and will kindly wait for you, and you are ready to meet her, she will shower you and your team with affection and make sure you grow strong, just like her plants.

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## Blair

### Availability

Blair is available through the Treasure Hunt, with her fragments being available at the Step-Up and her Awakening Stones available at the main event. As any other TH girl, Blair’s availability is limited and she takes a while to max, being recommended to awaken her all the way to 8\* before starting another TH character.

### PvE

Blair is amazing in the Story mode. Her skill has the coveted ability to transform random runes into water, which is extremely useful for saving the player from a bad rune board. The ability is usually available to Science characters, making the player give up one of their Arts and do less damage, but with Blair that is not the case. The player also does not lose in tankiness, as her spell also grants defensive capabilities against enemies’ spells, which are usually the reason players lose a mission attempt. Overall, very reliable character for Story Mode.

In Invasion, while Blair does better than other Sports overall, she is still a Sport, and the player should avoid using her for Invasion if they want the maximum possible damage.

### PvP

Blair role in PvP is of an extreme offense-leaned Sport. At first, Blair’s role is not obvious, as all her spells and abilities are defensive, apart from her bleeding effect. The hidden power comes from her base stats: Blair has almost double the attack of other Sports. While it won’t reach Art characters’ levels of power, it does reach Literature levels of damage, and can be quite noticeable in some match ups. This coupled with her bleeding effect means that Blair’s damage will take many players off-guard. Her bleeding effect is also quite strong as it is only taken out by direct healing, which is rarely found outside healing teams. Lastly, her taunt ability is extremely useful, as the only taunting ability in the game present before spell casts, Blair can mitigate a lot of damage from burst teams. As it lasts 8 turns, it also may catch many scary debuffs in the first spell rotation, such as Silence. The taunt coupled with her skill that mitigates spell damage, means Blair has an easy time mitigating lots of damage until later in the match.

The wolf-fox does not come without weaknesses though. Many of her defensive abilities have no effect, or have problems dealing with Lightning enemies. Her talent does not reduce Lightning damage, and her taunt, while can reduce lightning damage on herself, will re-target Lightning attacks away from her anyway. Her taunt will also re-target Lightning debuffs, guaranteeing her enemies a good stun on the carries or the support. Furthermore, Blair suffers from the same problems other taunt tanks have (apart from Haley), which is to catch Burn from enemies, and guarantee maximum damage from them. Another weak point to be considered is that after her taunt is over, Blair won’t have damage reduction against normal attacks anymore, meaning she has a harder time dealing with self-buffing Arts (Bonkers).

### Notable Synergies

**Wind Characters in general** – Blair will retarget Lightning damage to her team. Redirecting it to Wind characters means the damage will be easily mitigated.

**Saika** – On top of being Wind, the birb has an amazing time against Blair’s main weakness: Lightning Arts. Having Saika on the player’s team will make the enemy think twice before using Lightning Arts against Blair. In the same fashion, Luna may also work, but her awakening might backfire.

**Camille** – Just like Saika, the sword master has an easy time dealing with Lightning in general. Blair’s amazing defensive power on the first 2 rotations means it is almost guaranteed that Camille will have time for the powerful attack to come out.

**Amora** – The botany’s teacher is, for now, the only non-water and cooldown 5 that can buff Blair’s attack before she casts her bleeding. Blair’s nemesis is also a good ally. Although the availability is probably not worth it. Watch out for potential new characters to fit in this role for a good synergy!

**Winni** – While not a good idea to have two water tanks in the same team, Winni and Blair may synergize very well as both will counter each other’s weaknesses for a good coverage of both spells and normal attacks. Blair might redirect lightning attacks to Winni in the first few rounds though.

**Giselle & Amina** – Neither of them water, the two debuff girls will appreciate Blair’s potential to delay fights, while also having potential to cover their debuffs from cleansing with her bleeding effect.

### Counters

**Burst Teams** – Most burst teams will have trouble dealing with Blair due to her taunt. Exploding her team before spell casting will be out-of-question most of the time.

**Maeve** – Blair’s taunt will catch Maeve’s silence, unless she delays it. But if Maeve delays it, her silence will be useless. Lose–Lose situation for the chocolate witch.

**Clara & Ruby** – Usually used to end taunts, they cannot end Blair’s taunt as it is a Awakening passive. It also means Blair’s allies will be somewhat protected from their buff cleansing, while Blair itself has no buff to be cleansed.

**Nova** – Boy… Nova players will hate you. Nova’s entire gameplay revolves around bursting things down and avoiding hitting water characters. Blair will guarantee that neither of these things happen. The wolf-fox is here to make the oni’s life a hell.

###  Countered by

**Lightning Arts in general** – Mina will be an exception for your rule. Teams with Mina might burst you down regardless as her awakening ignores your taunt. Her burst will still be mitigated somewhat, regardless. Juliana will ignore your taunt on the first spell rotation and will make your life harder even if you run 3 winds with Blair. Tashia while having some of her damage mitigated earlier, will have her bonk come out when Blair’s mitigation is not available anymore.

**Alberta** – Blair’s taunt will make it more likely that Alberta stuns a priority target.

**Giselle** – Blair’s taunt makes her very vulnerable to burns, and Giselle is the best burner. While Lilly may also work somewhat, her burn is weaker, and Blair will reduce her spell damage. Giselle won’t be affected as much as she is not as dependent on her spell damage.

**Amora** – Keep your allies close, and your enemies closer. Amora is a direct healer that can also work well outside healing teams. Amora will cleanse Blair’s bleeding with ease.

### Summary and overall rating

The wolf-fox is still new, and not much is known about her best teams and counters. Many players are still testing her, and free-to-play hasn’t awakened her yet. Overall, Blair is as good as a Sport can get, however, she is considered a late-game luxury character, as other options in the Treasure Hunt are much more important to be acquired early on, mainly the Art characters. Regardless, if the player insists on getting Blair early on, they may work around on it as she is very versatile, and most of her counters are very specific. Especially on newer servers where not all players are choosing Giselle as their first Carnival anymore.

The badass wolf came here to break the fundamentals and won’t care to elaborate. Sports will do have high attack and will be strong if she wants to. Although her heart may seem just as cool as her looks, she is just as lonely as a wolf can get. Take your time to sit down and start a conversation with her. Who knows what she is hiding below this intriguing personality?

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## Camille

### 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 stricken 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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## Esther

### Availability

Esther is available through the Treasure Hunt, with both her fragments and her Awakening Stones available at the main event. She is the only character to have both her fragments and stones in the main event which greatly increases the time needed to max her. Therefore, it is strongly advisable to avoid her unless the player is willing to spend money to get her faster. Esther has the worse availability in the game, taking around two and a half years to 8\* as a free-to-play.

### PvE

Esther usefulness in Story Mode is quite disappointing. Her spell does little in the form of increasing tankiness, especially later when a lot of bosses one-shot the player with their spells. Her spell also has no rune changing effects and is unable to help the player in the case of a bad rune board. The only factor limiting Esther from being awful in Story mode is her high base HP, which might make the difference to survive a few stages.

In Invasion, Esther is a Sport, and has no offensive buffs. As such, should be avoided at all costs in Invasion.

### PvP

Esther’s role in PvP is of a total defensive Sport. Lacking offensive buffs, all her passives and spell are focused on survivability. Her shield works with Max HP, meaning Esther has better synergies with Science characters than Literature characters as her support. Having her survivability behind a shield also means characters that target Max HP won’t be as effective against her team. Despite present in her kit, the increase in damage-over-time (DoT) by her shield is close to meaningless. With a talent that increases HP, and an awakening that decreases the damage on herself, Esther surely is one of the tankiest Sports a player can get. The talent increased resistance to another Lightning character is also a bonus. Lastly, Esther is the strongest cooldown 5 character currently, which opens a wide array of teams not easily fit into the now strong cooldown 6 Sports like Alizee and Billie.

All this defensive leaning does not come without a price. Lacking offensive abilities means Esther might have problems in extended fights against self-sustaining enemies. Also, the part of her kit where her shield causes damage when not removed should not be counted on most of the time, as later in the game the overall damage is high enough to break through it. Lastly, her Awakening is not as reliable, as Esther has no Taunt ability, the decrease in damage from her awakening passive is left to randomness.

### Notable Synergies

**Christina** – Classic bread-and-butter synergy for Esther, Christina loves characters with lots of Maximum HP, and Esther has plenty of it.

**Giselle & Lilly** – As part of their damage comes from burn, they have less problem causing damage with a highly defensive Sport like Esther. In special, Lilly also acts as a buffer herself for other Arts.

**Scarlett** – Another damage not reliant on buffs, Scarlett’s punishment will also have an easier time reaching the second spell rotation with Esther on her team.

**Lightning Arts** – Using one Art as Lightning will make good use of Esther’s talent. Mina and Tashia will help with more damage, while Juliana might make good of Esther’s shield with her high HP. The player should avoid using Louisa due to cooldown conflicts.

**Three Art Characters** – Esther is beefy enough to allow for the player to skip a buffer and go straight with three Arts. Bonus if the Art used as cooldown 6 is can also buff the other two.

 *Anti-Synergy Note – In Project QT, shields  do not  stack. The player should avoid using Esther with other shield characters like Angela and Vivian.*

### Counters

**Burst Teams** – With plenty of resistances, burst teams will have a harder time finding their way through Esther in the front line.

###  Countered by

**Christina** – A good ally, also a good enemy. Christina’s spell ignores Esther shield and go straight into her HP.

**Una** – Esther does not have offensive buffs and will rely on other characters to do damage, so she won’t be out-sustained by characters like Una. Kate also works to some extent, but with much worse buffs.

**Luna** – Esther prefers to have one more Lightning character with her. Two lightning characters is very good news for Luna.

**Healing Teams** – Lacking damage buffs, Esther has a harder time finding a way to burst down healing teams.

**Ruby** – Ruby removes Esther shield right away from most of her team. Clara also works, but with one less target. (Note, the shield used to explode and cause damage in this case, but this interaction was removed).

### Summary and overall rating

Esther is a good Sports, the most defensive Sports one can find. Sadly, her awful availability does not justify getting her. The player should just stick to the other Treasure Hunt characters instead and stick with Billie for a Lightning Sports, or Grace/Joyce for a cooldown 5 Sports. If one insists in building Esther, they will fall behind unless additional gems or money is spent. In that case, she works as a good Sports and will fit a lot of teams as a strong and very versatile tank.

Esther is the School City’s Dean. You did not think it would be that easy for a student to date the Dean, did you? A lot of time and effort should be put into it. But even someone as strong as the Dean has her troubles and needs to be taken care of sometimes. If you nurture her feelings, maybe she will open an exception inside her heart for you. She will continue to give you silver summoning cards though, it is her job.

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## Kaia

### Availability

Kaia is available through the Treasure Hunt, with her fragments being available at the Step-Up and her Awakening Stones available at the main event. As any other TH girl, Kaia’s availability is limited and she takes a while to max, being recommended to awaken her all the way to 8\* before starting another TH character.

### PvE

Kaia’s spell is a very strong offensive option in Story Mode. Allowing her and her allies to deal massive damage in the next round may be the difference between winning or losing a stage. The problem is that at later stages, the prevalence of combo shields makes offensive spells less optimal over rune changing ones, and having only an increase in damage might not be enough if the player cannot manage to break the combo shield. Despite that, Kaia is good overall due to her big stats and above average spell.

In Invasion, Kaia is one of the main pillars to be used in the optimal team vs the Fire Boss. By buffing two other characters and her own basic attack, Kaia makes a lot of difference in Invasion.

### PvP

Kaia is a jack-of-all-trades in PvP. While her optimal role is of a strong buffer, her strong stats, high spell damage, and self-buff, allow her to work by herself. Therefore, in contrast to her Water counterpart in the Monthly Carnival, Kaia can be a good first option for new players. As a buffer, Kaia provides strong damage herself while also greatly buffing the next two characters, opens Kaia to be a good option on Burst Teams. Another good option for Kaia is of a tankier Art character, as her talent coupled with her higher stats brings her unexpected resilience. This is more noticeable when Kaia is paired with some of her good synergies like Camille or Alizee. Lastly, Kaia also has damage enough to be the one to be buffed by her allies, although the player still wants a second Art to be buffed by her, else they might just as well use Elva, so keep in mind the positioning.

So many different roles do not come without drawbacks. First, as a buffer Art, Kaia wants to cast her spell before her allies Arts, which may not be easy to do at earlier evolutions, as her Cooldown starts at a high 7 turns. Furthermore, Kaia’s changing of cooldowns as she evolves might make it troublesome to build a team around her, and characters might have to be replaced over and over so Kaia might get the best of her cooldowns. Lastly, Wind and Fire arts are not as easily available to new players, which already see a good Water option in Elva. Therefore, due to availability, it might be better to choose Camille or Lilly as first Treasure Hunt characters and leave Kaia as second option, which is not a bad thing, as the player will already have plenty of art options to be buffed by her, and enough characters to replace on her team as she changes cooldowns.

### Kaia vs Summer Ladies vs Louisa

When compared to Louisa, Kaia has a shorter duration on her buff, and is often used to greatly buff one or two characters instead of her whole team, but much higher numbers. While this brings a bit less versality than the musician, Kaia is much better at bursting her targets down. It is also important to notice that Kaia’s support comes in a buff, and Louisa’s come in a debuff on the enemy, therefore different counters and strategies are applied. For example, Kaia can be more suited to fighting healing teams as her support can’t be dispelled, while Louisa has much more synergy with Violet.

When compared to the Summer Ladies, Kaia stats as a Treasure Hunt exclusive bring much more to the table and are overall better than the monster duo. The main difference the player will notice between the two is that Kaia is much more resilient and her stats alone, coupled with her buffs, makes it difficult for SL to do a better job. Kaia is also much more versatile as she can be a support for any element, while SL is locked to Water Lightning. The only general scenarios where SL might be a better option than Kaia would be against Fire heavy teams, which is the situation where their awakening shines the most. Lastly, like Louisa, Summer Ladies support is also a debuff, so the same situation discussed above also applies to her.

### Notable Synergies

**Alizee** – One of the best options to be paired with Kaia, the cat girl will bring plenty of tankiness to the board, which Kaia already has a good part in, while also bringing more buffs to the table.

**Arts in General** – Despite working by herself, Kaia is at her best when buffing other Arts. In special, characters with strong damage like Luna or Mina will love having Kaia on their team.

**Flora** – Using both Kaia and Flora to buff a Wind Art not only brings tons of damage to the table, but also makes the team quite more resilient than expected due to their big stats.

**Joyce** – A good supportive Sports for any water Art, Joyce can bring Kaia’s team survivability up a notch.

**Amina** – All Kaia’s buffs are Attack buffs. That poison is gonna huuuuurt.

**Kate** – All Kaia’s buffs are Attack buffs. That heal be gooooing… or not really. Kate is not a strong character overall, but Kaia would be one of her best synergies, I guess.

### Counters

**Heal Teams** – Kaia likes to explode things. Heal teams are good squishy targets. On top of her high burst damage, Kaia’s support spell being buffs means the player needs no worries in positioning for their cleanse spells.

**Any Late Rounds Team** – Kaia teams have the power to end matches early, and if they don’t, still have the resilience for one more spell rotation. Characters that do most of their damage later will have trouble against Kaia.

###  Countered by

**Ruby** – Kaia’s nemesis. Of the three supportive Arts with cooldown 5, only Kaia uses buffs. This means that Kaia can easily be dealt with using the little rabbit, and the player will most likely have to reorder their team in a weird way.

**Winni** – Not a hard counter, as Kaia will still buff other members of her team, but Kaia is still a small bonker herself.

### Summary and overall rating

Kaia is one of the best Arts the player can have. With her Treasure Hunt exclusivity, she gains plenty of stats to deal with her competition. Although arguably better as a second option, the player won’t have many problems choosing her first in the event either. While being one of the best supportive Arts, while also packing good value herself, and not many counters, Kaia is fearsome opponent to find in any team.

Don’t let the innocent fox fool you, while she might look weak at first, Kaia surely has the potential to wreak havoc on the battlefield. And on you too, so be careful… or not maybe you like it. The little fox sister has many troubles hidden underneath her nine floof tails, but reward comes to the ones that can deal with her… mood changes. Can you fix her?

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## Lilly

### Availability

Lilly is available via the Treasure Hunt limited event every month in the Treasure Hunt Step-up Summon together with Kaia.

### PvE

Lilly is a Year 3 rarity Art Club member of the Fire element. She has the highest base attack in the game at 705, okay HP and bad recovery. Lilly's skill is very good for PvE as it deals a lot of damage, casts a burn on 3 of enemies and if you clear fire or water runes, it makes her trigger an attack for 1 round. This makes her a very strong option in PvE as a means of dealing with Wind stages and is quite possibly the best Fire art to use in the game for the purpose of nuking multiple enemies.

### PvP

Lilly is an Art girl who is very powerful, but her skill, talent, and passive are necessary to talk about before discussing how powerful she really is.

**Lilly's skill** in by itself is really strong, having a base multiplier of 1.8x among 3 enemies, which is among the highest of the art girls already, with a cooldown of 6 rounds. Then she also casts a burn effect on 3 targets dealing 5% HP as damage per round for 4 rounds, which makes her burn in line with Giselle. Unlike Giselle her burn is multi target which makes it more consistent across the board but greatly reduces her single target damage potential on a high HP target compared to Giselle. If that wasn't enough her skill also increases 2 random character's damage by 25% which can hit Lilly herself. The skill multiplier and damage buff will be really important to remember for the next set of passive skills.

**Her passive talent** increases Lilly's attack and skill damage by 10% and reduces her damage taken by 10%. The talent is very good and synergizes well with Lilly's skill and awaken passive that we will go over shortly. Nothing much to go over about the talent other than it's one of the better Art girl talents in the game and is definitely worth leveling up to Level 10.

**Lilly's awaken passive** gives Lilly a whopping 30% skill damage increase for 12 rounds and a 10% attack increase for 16 rounds at max level. This passive is not only really good for increasing Lilly's personal damage but to understand how insane it actually is at boosting her skill damage, we have to go over how damage multipliers work. Skill damage bonus applies as a multiplicative bonus to a girl's skill damage alongside normal damage bonus and attack bonuses, which means that Lilly's damage will be increased exponentially when under the effects of other buffs with her awaken passive. The passive is very good and should be considered top-tier among the Art girl awaken passives in the game.

Now to discuss her **overall strength**. Lilly is one if not the best art girls in the game at dealing raw damage when you get her up to 6\* and above. Her skill paired up with the talent and awaken passive boosts her damage by so much that she can rival Violet and Luna in raw damage, without using supports at all. Without any buffs Lilly's skill deals 1.8x damage among 3 enemies, but when you add together the skill with the talent and passive at max level, you boost that damage by 20% or 1.2x from the attack multiplier, 40% or 1.4x from the talent and awaken passive combined to a guaranteed skill damage hit of 3.024x. But her skill also has an additional effect of having a chance to buff Lilly's damage by an additional 25%. So if we factor in the skill damage boost as well with a 50% chance of succeeding to hit Lilly, her raw skill damage output is 3.78x which is just insane and ranks her as possibly the best art in the game for damage. She has 705 base attack too which is the highest in the game and all of this doesn't even factor in that her skill applies burn too, which further increases her lethality. This also doesn't factor in other buffs such as Kaia or Freya who will bring Lilly's numbers to a ridiculous level when Lilly is maxed.

In the end we recommend every new player to get Lilly as she is just insanely strong and will carry your account if you decide to invest into her. She is considered a must have from Treasure Hunt. **Disclaimer: if you're already building another Treasure Hunt girl it is advisable to build her first before starting on another.**

### Invasion

Just like all other Art Club members, raw damage output is very desirable for Invasion. Lilly is very good in invasion because she is one of the only Year 3 fire arts available in the game. Her normal attacks deal a good amount of damage, due to her base attack being really high, and her performance is better on average than Giselle. Iris outperforms Lilly in invasion due to the nature of Iris's skill but Lilly is still a very good second Art girl to use in Invasion.

### Synergies

* **Kaia** - Kaia is Lilly's best unconditional damage buffer in terms of raw skill damage. This combo however is very expensive as both Kaia and Lilly are premium girls obtained through the same means as each other.
* **Freya** - Freya looks to be a very solid girl who can buff Lilly by a good amount depending how many wind girls the opponent is using. Without any wind girls on the opponent's side, Freya only proves to be a moderate damage boost.
* **Angela** - Angela Skill allows Lilly to do more damage and lower damage taken cause of shield and Angela's Awaken Passive Allows more Surviviability to your team and ensuring you stay alive for Lilly's burn to fully do damage.
* **Billie** - When there is any art girl, Billie is very much worth mentioning. Billie's survival capabilities and damage boost through her awaken passive are very significant for a Lilly team's performance.
* **Geneva** - Geneva becomes relevant if you decide to build a team with 2 or more fire girls in a team which in turn makes you more weak to water girls. Geneva will ensure that you stay alive if you decide to use a fire girl combination on defense.

### Counters

* Lilly will absolutely destroy any team with wind girls in them, especially when paired with Freya she can do some nasty damage.
* Heal teams are also very weak to Lilly as Lilly's burst damage in a single round is so high.
* Any other team without water should be a relatively even match.

### Countered By

* **Water dominant teams** consisting of multiple powerful water teams can be a tough nut to crack for Lilly. It is not advisable to use Lilly against such encounters. Players should be especially wary of Christmas Devils and Joyce because unlike Giselle her burn should deal around the same damage no matter who she hits, so Christmas Devil's burn magnet shouldn't buff Lilly's performance significantly.
* **Grace** - Grace can be used as an option to try and reflect Lilly's skill damage back to her as it gains elemental advantage against Grace so she reflects for more.

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# Seasonal Girls

## Alizee

### Availability

Alizee was the Step-Up girl for the Summer Nights of 2021. She is available through Event Summon Tickets once a year around June/July on her revival banner.

### 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 teammates 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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## Angela

### Availability

Angela was the Step-Up girl for the End of Summer of 2022. She is available through Event Summon Tickets once a year around August/September on her revival banner.

### PvE

Angela is one of three Year 3 rarity Literature club members of the Fire element. She is a good shielding literature, with a good kit for defending your allies. She has good Attack, poor HP, and good Recovery. As she is part of the Literature club, she is able to shield other members of your team with her skill. This is one of her strengths and makes her viable if used correctly.

Angela's skill has a standard cooldown of 3 rounds. Her skill will allow lightning runes to cleared to also trigger the attack of your fire characters on top of adding 100% of lightning runes effect to your fire girls. This makes her good in PvE against wind stages.

### PvP

Angela is a good shielding Literature girl. She deals damage to 1 enemy, shields 3 members of your team and increases your fire girls' attack by 40% for 5 rounds, making her particularly effective in teams with a lot of fire girls. Her damage buff will cover herself as it lasts for 5 rounds, but her shield will only last for 3 rounds on 3 targets. Her shield also scales of the target's HP, so you generally want to pair her up with high-HP allies.

Her Awakening passive decreases 2 enemies' attack by 40%, 60% and 90% for 4 rounds respectively against allied fire girls- this further reinforces her to be used together with multiple fire girls to make use of her passive. The duration is very short and the passive affects 2 random girls in your opponents team making it pretty underwhelming in the end.

### Synergies

**Giselle, Iris** - these are the main Y3 Fire damage dealers in the game, making them good to pair with Angela for her buff.

**Margaret** - this one is a bit more niche, but Margaret has a lot of HP which directly synergizes with Angela's shield.

**In teams requiring a tanky literature** - Instead of capitalizing on her buffing capabilities with fire girls you could consider using her instead in a team requiring a general tanky support. This is not recommended but not terrible if you're lacking in options.

### Counters

**Nothing specific** - Her shield will also protect you more efficiently against girls that deal damage against multiple targets at once.

### Countered By

**The Art Club Members** - Literatures can be easily out-damaged by Art girls, due to their low HP pool.

**High-damage Burst Teams** - This type of team will generally overwhelm Angela due to their nature of dealing a lot of damage.

**Giselle, Christina** - If you are running a high-HP version of the team to capitalize on Angela's shield, these two will become a lot more deadly.

**Clara, Ruby** - Their skills remove enemy buffs, which can remove her shield.

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## Astarte

### Availability

Astarte was the Step-Up girl for the Valentine's Day of 2022. She is available through Event Summon Tickets once a year around February/March on her revival banner.

### PvE

Astarte is one of two Year 3 rarity Literature club members of the Wind element. She is one of the best Literature girls available, with a great kit for a supporting role. She has good Attack, poor HP, and good Recovery. As she is part of the Literature club, she is able to heal other members of your team with her skill. This is one of her strengths and makes her very powerful if used correctly.

Astarte's skill has a standard cooldown of 4 rounds. Her skill buffs all the girls damage by 30% for 3 rounds in addition to converting 4 non-Wind element runes to healing runes. This makes her a valuable healer to use in your Wind team against tough PvE rounds.

### PvP

Again, Astarte is one of the best healing Literature girls available. She deals damage to 2 enemies, buffs your team and applies a heal over time to 3 of your girls, making her particularly effective in heal teams. Alone, her skill can still buff all of your girls, although the heal will be negligible and can make your team easier to counter with her poor HP. On the other hand, in a healing team, Astarte's buff and skill still allows you to deal a significantly higher amount of damage to the enemy, while also out-healing the opponent- a slightly infuriating but counterable tactic.

Her Awakening passive increases the damage taken by your enemies by 5%, 10% and 18% respectively- while this can be useful in certain teams, this passive is mostly negligible due to the fact that she is a Literature used in healing teams.

### Synergies

**Caroline, Venus** - these are the main healing units in the game, making them good to pair with Astarte.

**Violet** - this one is a special one, albeit not as common. Her awakening passive counts as a debuff, which can pair with Violet.

**Heal teams in general** - Heal teams work with girls who have higher Recovery, making her useful in them.

### Counters

**Low attack/firepower teams** - low attack makes it easy for a heal team to prevent dying before their skills.

### Countered By

**The Art Club** - Literatures can be easily out-damaged by Art girls, due to their low HP pool.

**Alberta, Lilian** - Their skills stun the enemy/enemies, which will invalidate her heal over time.

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## Billie

### Availability

Billie was the Step-Up girl for the Halloween of 2022. She is available through Event Summon Tickets once a year around October/November on her revival banner.

### PvE

Billie is the best Lightning sport available for Story Mode. A proper tank character with an ability that decreases damage taken, she does the basic that any Sport Character is supposed to do on story mode, as Amy reflection is not as strong in PvE and Esther’s shield is not enough defense vs the big damage on the later levels.

In Invasion, Billie should be avoided, as she is a Sports character without much damage herself.

### PvP

Billie plays the role of an offensive Sport character in PvP. Her awakening gives an amazing buff to Art characters attack, while her high HP stat brings enough tankiness to the table, even without a defensive passive. Her spell is great for delayed fights, bringing much more than expected resistance, as the damage reduced is healed back means that a lot of damage will be mitigated just by Billie herself. Notice that the damage is healed back on whoever took the damage, meaning that Healing increasing abilities synergize well with Billie.

Despite looking like a jack-of-all-trades, Billie has her weaknesses. The main one being that despite her spell having the potential to mitigate lots of damage, Billie has no defensive abilities before her casting turn, making her vulnerable to burst teams. Moreover, her spell takes a while to reach her full potential, emphasizing her problems with burst even more. Therefore, it might be a double-edged knife to use Billie with three Art characters, as the team might end up much less resilient than it seems. Billie is commonly coupled with characters that help her delay turns to fully max her potential and decrease her weakness.

### Synergies

**Una** – The classic. Una helps Billie amazingly in stalling the battle to take full advantage of her damage reduction. On top of that, delaying the battle is also great for Una, as her team can take more advantage of her life-steal. Finally, Una also has strong attack buffs for her team, which coupled with Billie Awakening makes their 2 arts hit like a truck.

**Katherine** – Katherine works in a similar fashion to Una, but with a much more defensive stance. The team will not have strong offense like with the previous synergy, but the tankiness might work better in some other compositions.

**Giselle** & **Amina** – They love stalled battles, and especially Amina, attack buffs not only increase her Poison damage, but also synergize well with the damage buffs on her awakening.

**Amora** – As mentioned before, healing increasing effects work on Billie’s spell, making Amora a good pairing with her. The damage and resistance buffs are also a good addition.

**Healing Teams** – Despite the cooldown conflicts, Billie might work surprisingly well in a healing team. Like Amora, Caroline also has a healing buff, which helps with the team’s damage mitigation. The team might not be as strong vs burst teams though.

**Art Characters** – Billie’s Awakening is used to its full potential when she is coupled with 3 Art characters, although the player must be aware of how much damage they can take.

### Counters

There is not specifically something that Billie counters. She is just a strong character overall. Although her Awakening can make good use against **Healing teams**.

### Countered By

**Burst Teams** – As mentioned before, Billie’s main weakness is getting damaged while not having her spell active yet. As such, bursting her team before she casts is a good way to deal with her.

**Disables** – Basically good vs any character but disabling Billie in special means her team will be much less resilient as she has no tankiness coming from her passive or talent.

**Damage over Time** – DoTs are not affected by damage reduction, and what is not affected by it won’t be healed back. Burn, Poison, and Bleed are good ways to deal damage to Billie in a safe way.

**Christina** – What can’t be reduced won’t be healed back. Christina’s spell is not affected by damage reduction.

### Summary and overall rating

A very good offensive Sport, with strong stats, Billie is a generalist that works in plenty of teams with ease, while having no major weaknesses. Even though she has weaker matchups against burst teams, her good stats can help her well, especially with a good synergy covering for her. As Amy is still too weak, and Esther is still too difficult to obtain, Billie comes in as a very meta heavy Lightning Sport. It is the most important character to be obtained during the Halloween season. Just be sure you have the cooldown 5 character to fit with her.

If you need good offense, and you need good defense. *Who you gonna call?* No need to be scared, Billie will be here to protect you. Together with her, even a date inside a ghost house is safe. Just try and not be too weird around her. Billie’s bat is always ready to bonk horni.

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## Caroline

### Availability

Caroline was the Step-Up girl for the Valentine's Day of 2020. She is available through Event Summon Tickets once a year around February/March on her revival banner.

### PvE

Caroline is a Year 3 rarity Literature club member of the Water element. She boasts good attack, poor HP, and good recovery. Her PvE skill increases the recovery of two Water characters in your team- if this skill's buff hits Caroline or any other water Literature girls (Una for example), which can further increase her already high Recovery stat. While the skill's buff effect is slightly effective unless if it hit said above characters, she can also extend the player's move by one turn after evolving to 4 stars. This can be very useful for hitting combos for missions, breaking combo shields and doing an exceptional amount of damage.

### PvP

Caroline's skill in PvP is one of the best healing skills, which when paired with Venus, can make a strong healing team. While both Venus' and Caroline's skills are good, they must be at 5 stars or Awakened to be effective. At 5 stars, her skill deals 0.8x damage to the enemy whilst healing 0.8x of **all characters'** Recovery. This is effective in dealing good damage to the enemy whilst sustaining your own team long enough to defeat the enemy. Caroline **can** work alone, although it is **not** recommended due to her skill using your entire team's recovery and other characters having low Recovery.

Caroline's Awakening passive increases her healing when your HP is above a certain threshold. This passive is particularly effective in "stalling", which can be useful to defeat the opponent while maintaining your HP.

### Synergies

**The Literature Club (Excluding Flora, Christina, Little Reislin)** - These characters all have high Recovery, making them a good combination together with Caroline due to Caroline's skill. Flora, Christina and Little Reislin **do not** use their Recovery stat as a part of their skill. Do note that with the more Literatures in your team, the lower your HP will be, making you more vulnerable to teams which focus on disruption and high damage.

**Geneva** - Geneva's kit in general helps to increase survivability for your team by reducing the enemy's attack **in her skill** by up to 30% and increasing 1 character's damage by up to 30%, and reducing water damage taken in her **Awakening passive.**

**Margaret** - Margaret's kit is built almost entirely around being in a healing team. Her Awakening passive has a heal-over-time for Fire girls for 5 rounds, and her talent increases her own Recovery. While majority of her skill is based around fire characters (benefiting mainly Venus), you will mostly be pairing her with Venus anyway, making her effective.

**The Sports club** - These characters are necessary to maintain survivability - you will die without a tank. If you have Halloween Witches or Geneva, they can also be effective but do note that they are in the **Science** club, not the Sports club.

### Counters

**The Sports Club/Low Attack** - Literature club with healing skills benefit from characters that extend fights with or without disruptive capability. The Sports club does exactly this- their large HP pool helps to extend fights, giving your team an easy win.

### Countered By

**Flora, Scarlett** – Their skills reduce your team's Recovery stat, in turn reducing Caroline's healing and reducing the overall effectiveness of your team. While these characters do work, it is most likely better to run Arts in stead of Flora and Scarlett.

**Alberta/Lilian** – As mentioned in basically every single other review, Alberta and Lilian's skill can stun your team. This can render your team useless and vulnerable without Caroline's or Venus' heals.

**The Arts club** - Their high attack can easily chip away at your team's low HP pool. Girls such as Mina deal large amounts of damage, which can kill your team before you can heal.

**Heal/Stall teams** - Heal and Stalling teams against each other will most likely reach round 40 rather than one losing. If you are on Attack, you may lose due to reaching round 40; the **Defender** is awarded a win if you reach round 40.

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## Christina

### Availability

Christina was the Step-Up girl for the Christmas of 2019. She is available through Event Summon Tickets once a year around December/January on her revival banner.

###  PvE

Christina has the highest Recovery in the game after Amora. Despite her low HP and Attack, the recovery is more than enough for a good healing from special runes. Her healing is not as guaranteed as Venus skill, though, and might be not reliable enough to save the player on harder stages. Christina’s skill is an attack buff, and while it is good in a few situations where the player must End the Stage with an Attack Skill, overall, it won’t save the player from difficult situations, making it a quite subpar skill for Story Mode compared to Venus. Still it is better than Angela’s skill as it also increases the power of spells.

The Invasion bosses are immune to effects that interact with HP, making Christina’s spell completely useless in Invasion. Avoid using her at all costs.

### PvP

Christina becomes a lot better in PvP. Her skill “Mantra” is quite unique and carries its own mechanics. It hits four different girls, ally or enemy, deducting or increasing a percentage of the max HP accordingly. At first it sounds like high RNG, but in practice there is not much of a difference because unlike many other spells in the game, it is based on the teams’ HP, not the unit. Therefore, Mantra is quite reliable as long as both teams don’t have a huge difference in HP. There are a few situations where Mantra might win or lose a game because of RNG but those are very infrequent and should not be relied on. Second, Mantra is a very effective spell to bypass resistances. The spell is not affected by any damage buff or debuff, nor elemental advantage/disadvantage, and unlike Burn effect, it takes extra HP from talents and awakening into account, making for a very strong way to penetrate enemy defenses. Another mechanic that takes a lot of players by surprise is that Mantra also ignores shields, making Christina a good counter to shield characters like Esther and Angela. Lastly, Mantra is one of the few heals in the game that does not take Recovery into account, letting Christina work in multiple different compositions and helping players delay matches when necessary. Christina’s Awakening is offensive, giving an acceptable Attack boost to her team, but her strength really relies on her ability, letting Christina to be strong even at low Awakening and allowing the player to invest resources into different characters.

Christina’s main weakness comes from her stats. Her spell is very strong, but it does not really rely on her Attack or Recovery stat. Her strong Recovery stat is wasted in PvP unless the player is using her in a healing team. However, a heal team with Christina is suboptimal for multiple reasons: Her healing has no cleanse, she heals less overall than other healing team characters, and her heal is not reliable, as in, she might do 4 times damage and heal 0, making the player very vulnerable in the meantime. As for her HP, it is low even for a Literature character, which means that Christina cannot rely on herself for the best use of her HP and will need a Sport character. This locks her out of potential other teams including another science or literature. It also makes her team more susceptible to burst damage. Speaking of which, burst comps usually have low HP and won’t care much about Christina’s Mantra. Her damage being more dependent on her skill also makes Christina very vulnerable to disabling abilities compared to other teams. Lastly, although Mantra can penetrate basically all defenses, it can’t do much about HP being healed back making heals a good counter to Christina (Although those are not very common for general compositions in the game as of now).

### Synergies

**High HP Sports** – Christina does not have much HP herself, so she needs characters with high HP to do her job. The problem is that most high HP sports are Cooldown 6 and optimally you do not want to delay Christina due to her very strong spell. Esther, Joyce, and Margaret are examples of sports with high HP and Cooldown 5.

**Damage Reflection** – Reflective characters love to have heals but those are not easily found in the game. Christina fills this niche well. In special, Grace + Christina is commonly used by players in old servers and is a good and somewhat available team.

**Self Buffing Arts** – The so called bonker Arts need help stalling the battle until they can unleash their power. Christina is good at stalling battles, provide the team does not fall before she casts. Camille is a common synergy as she is also quite resilient to make up for Christina’s lack of stats.

**Damage over time** – Other type of arts that enjoy delayed battles, Giselle and Amina deals a lot of damage this way. Specially Giselle’s burn does not care about buffs so the player can field a more defensive support with Christina.

### Counters

**Flora and Scarlett** – It's not really a direct counter, Christina just doesn't utilize her own Recovery stat rendering Recovery debuffs useless.

**The Sports club/High HP teams** – Just like Christina loves them on her team, she really loves them on the other team too. Christina's skill deals damage with **<%Max HP**, dealing a lot of damage to characters that rely on HP for their defenses.

**Teams with damage reduction** – This also isn't really a direct counter, but worth noting- Christina doesn't care how much you debuff her team. Her skill only cares about your HP.

**Shield Characters** – Mantra ignores shields. Esther and Angela won’t save the player from Christina.

### Countered By

Amora – One of her main counters. As of now, Amora is the only other healer that works with general teams, and it is very effective against Mantra.

Grace – Her good friend is against her. Grace’s reflection is one of the few things that interacts with Mantra and reflects it back. But it is still random, as Christina might choose to heal herself instead.

Katherine – Katherine’s tankiness rely on healing back for the first rounds, meaning her team can be quite resilient even on lower HP. The Katherine + Vivian duo is a pain for Christina users.

Billie – Similar to Katherine, Billie’s tankiness is somewhat included in healing back damage taken, although Billie also has a high HP pool that Christina loves.

**Heal teams** - Sending Christina against a heal team is asking to lose- she'll barely deal any damage and Christina's lack of HP enables the enemy to further destroy you. Her Awakening is not enough damage to deal with them.

**Disables** - They counter basically anyone if they get their disables off, but Christina in special is very reliant on her spell so disabling it means she is basically dead weight.

### Summary and overall rating

Christina is a very strong character. Her existence in the game makes it very hard for players to field two Sport teams or other high HP compositions. Recently, the addition to high HP sport characters through new awakenings have brough her even more relevance, and it probably shall stay this way until we get more healer characters. Christina deals with a lot of strong teams just by existing and this makes her a must in any player roster.

The party starts when Tina gets into the room, and no shield, no resistance gonna stop it. It is the best gift one can have for Christmas. Get your champagne and sing some carols together. Turn off the light, put some songs and enjoy the Christmas lights. Bring your HP so you can drink as much as possible. Leave the heals behind! Christina wants to get drunk, not sober.

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## Christmas Devils

### Availability

The Christmas Devils were the Step-Up girls for the Christmas of 2020. They are available through Event Summon Tickets once a year around December/January on their revival banner.

### PvE

Christmas Devils are a good Water Sport to be used in Story Mode. Contrarily to Winni, their spell mitigates incoming damage consistently, including spell damage. Thanks to their high HP stat they are usable in both Fire stages as well as the multi-element stages in 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, especially now that Joyce also exists and both have very similar spells for Story Mode. But if the player already plans to build her for PvP, being good in PvE is a bonus.

Sport characters are often not useful in Invasion. Refrain from using Christmas Devils there.

### PvP

Christmas Devils are powerful in PvP, but their drawbacks are particularly problematic, making them inconvenient in a lot of situations. Christmas Devils' skill allows them 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, Christmas Devils attract absolutely every attack (and debuff), whatever the element, and then applies a damage reduction to it. It can be useful in some cases where enemies are using disables or Attack debuffs, it also means that Christmas Devils will effectively guarantee to be the targeted girl by regular attacks as well as one of the targets of a multi-target skill, to then reduce the attack's damage. Even though Christmas Devils also retarget Lightning towards them, their damage mitigation from the spell and her Awakening are more than enough to mitigate the weakness.

As already stated, due to them attracting debuffs, the player must be careful when using them as their taunt leaves them open to many potential counters. Most noticeably, Christmas Devils is very susceptible to damage increasing debuffs: a first opponent will apply the debuff on them, then the next one will land a guaranteed hit on them. Moreover, Christmas Devils will also attract burns, which is lethal to Sport characters. This one is more noticeable with Giselle as her burn is currently the strongest and single target. As Giselle is mostly meta in older servers, using Christmas Devils on newer servers, where Giselle is less often chosen as a Carnival unit, might be more rewarding.

Overall, Christmas Devils are a good unit, but they need good knowledge and mastery of the game mechanics for the player to use properly. They are therefore more fit for experienced players, even though they can be used by beginners as well.

**Awakening PvP passive**

Decreasing the damage dealt by Art opponents even further allows them to negate a part of the opponent's main damage output, especially when they taunt single target attacks and spells. 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 7 and 8☆.

**Recommended spot in your PvP team**

In a Defense team, Spot 2. If you don't place them there, your attackers will turn their taunt against you and inflict them with debuffs as well as powerful Lightning skills. As attacker, Spot 3 is often a good idea, unless there is a skill they must avoid as much as possible, in which case you need to place them in Spot 2.

**PvP synergies**

**Bikini Girls** – Using them together with Christmas Devils will provide the entire team with an extreme damage reduction. You will also end up with two Vampire Queens on your team which may make the enemy confused (not really, just a fun fact). Geneva and Mabel might work the same way, but the player will have a harder time fitting the cooldowns.

**Violet** – Christmas Devils might be a good sport character for Violet teams as Violet’s talent can cover for their burn weakness. They will also mitigate a lot of the enemy damage after Violet turns them into Fire.

**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 & Evelyn** – They can help cleansing the problematic debuffs out of Christmas Devils, specially burns.

**Wind girls** – By attracting Fire attacks to themselves, Christmas Devils will protect their team's Wind girls from being hit by the Fire attacks.

**Counters**

**Art Characters** – Christmas Devils is primarily designed to counter Arts. They will be mostly effective against their regular attacks.

**Disables** – With clever positioning as attacker, Christmas Devils will magnet disables to themselves and have it expire before it's her own turn to act. Typically, the player will place Christmas Devil's right before the debuffer.

**Attack Debuffers** – Christmas Devils can catch some of the attack debuffs from the enemy and leave their Arts to do what they do best.

**Fire Heavy Teams** – 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 their 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 decreases efficiently a small part of the direct skill damage, they will also attract the burn to themselves, resulting in devastating damage to the player’s HP.

 **Luna**  – Since Luna deals slightly more damage overall by striking a non-Lightning girl with her main skill strike, Christmas Devils will allow Luna to be at her maximum efficiency if there is also a Lightning girl besides Christmas Devils.

 **Mina**  – The fox princess divides her attacks between the entire enemy team; therefore, she does not care about taunts. They will still be able to mitigate some of her spell, however.

 **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 & Ruby**  – The #1 taunt counters, Christmas Devils will taunt their spells and have the taunt removed right away.

 **Freya**  – Her debuff will outweigh Christmas Devil's damage mitigation and elemental mitigation combined.

**Heal teams** – They don't care about Christmas Devil's taunt. They are just a Sports, and as such they are weak against heal teams.

**Sylvia** – A potential counter in the early game. Her single target debuff will always land on Christmas Devils, priming them for a huge 40% increase in Wind damage, opening them up to a devastating attack like Camille's.

### Summary and overall rating

Even though they are strong Sport characters, Christmas Devils are far from being the best Sports overall due to the common counters they can meet, making them difficult to use as attacker, and barely usable to mitigate regular attacks as Defender. That doesn't mean that they are bad either: only that the player will require a good amount of knowledge and practice to play them correctly. The player will most likely make the best out of them as attacker, while their efficiency as Defender will lie mostly in mitigating regular attacks, unless you've awakened them high enough to help with tanking skill damage very well. It is also important to notice that with the addition of Blair to the roster, Christmas Devils will see less relevancy in the late game as they have essentially the same role but weaker. But they can still be okay for players that do not plan on getting Blair any time soon.

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 risk, 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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## Freya

Important! Freya has been buffed recently and her review has not been updated.

### Availability

Freya was the Step-Up girl for the Valentine's Day of 2021. She is available through Event Summon Tickets once a year around February/March on her revival banner.

### PvE

Freya is one of two Year 3 rarity Science club members of the Fire element. As a Science club member, she has decent Attack, okay Recovery and decent HP. She's got one of the best kits for a Science girl in PvE- she absolutely demolishes Wind stages in story with her skill changing the entire rune board to red AND provides a debuff. Having Freya will also make having Scarlett completely useless, unless you like Scarlett better lewds-wise.

Freya's skill has a Cooldown of 4. Her skill turns up to 35 non-Fire Runes into Fire Runes, making it very useful to create combos and break combo shields. On top of that, she also debuffs the enemy: up to 100% more damage taken. This makes it even easier to roll any Wind stages you encounter.

### PvP

Freya's usefulness drastically lowers once you consider PvP. She's not that bad in PvP, although you'd mostly end up using her in Dungeons, Grand Arena or Invasion. Her skill is pretty niche- not terrible, but only benefits Fire girls. She also either increases her own and an ally's damage against Wind girls or decreases damage taken from Water girls. It's a bit RNG, but nevertheless still effective. Even with how effective the Skill is in comps with Fire girls, you'll still wanna land on the former rather than the latter.

Freya's Awakening passive boosts Fire girls even further- by 10%, 20% and 40% respectively. This makes her even more useful in Fire comps- ideally, you would run a Fire team with Freya in it.

### Synergies

**Every Fire girl, especially Iris and Giselle** – Self explanatory. Freya buff Fire, you use Fire. Especially for Giselle, this makes Giselle's high Skill damage even higher, assuming she hits the girls who have been debuffed by Freya.

### Counters

**Wind girls** – 2 or more Wind girls? Freya and her team will absolutely demolish it.

### Countered By

**Venus, Evelyn** - They'll cleanse the debuffs. Both girls are basically counters against teams who rely on those debuffs.

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## Geneva

### Availability

Geneva was the first Step-Up girl, appearing on the Halloween of 2019. She is available through Event Summon Tickets once a year around October/November on her revival banner.

### PvE

Geneva is one of two Year 3 rarity Science club members of the Lightning element. She brings decent Attack and HP to the table, with lower Recovery. Her Skill is good, spawning up to 3 Lightning runes per move, meaning easier combos and making it easier to break Combo Shields in later chapters. Even better, at 5 Stars, she delays the Enemy's Regular Attack by 1 round. This is good if you're low on HP and just need to get one last hit in. Just remember that this turn delay does not work if the enemy is going to cast a spell on the next turn. In general, Geneva is really good at saving the player from bad rune boards, something always valuable on characters used in PvE.

In Invasion, Geneva is surprisingly good as a buffer for the next attack or spell and can work well to buff Juliana and Mina’s spell, or Tashia’s buffed attack. This strategy is viable in the mid-game when the player has not enough Arts to fit in the whole team.

### PvP

A while ago a must have character, nowadays Geneva’s importance decreased a little, as many other characters are available now to reduce damage output. Still, Geneva is very important as a niche to counter Water heavy compositions due to her Awakening. Teams with the likes of Violet and Summer Ladies will have a hard time dealing with Geneva, especially if she is coupled with a strong Lightning Art like Tashia. Her damage reduction is not to be underestimated either. It can make a lot of difference in certain matchups, and even fool some players into thinking Geneva can work as a Sport character. Another good point of her is her potential for debuff filling, as her damage reduction affects everyone, it functions as a layer of defense for important damage-over-time debuffs (DoTs) like burn and poison against potential cleansers.

Although good at mitigating damage in general, her potential clearly is lower against teams without water damage. Also, types of damage that ignore damage reduction, like DoTs, or Mantra can cause Geneva a lot of trouble. Another recurrent problem that Geneva faces is how common Camille is, especially in older servers, as her Awakening completely ignores Geneva’s spell. Cleanses will remove her damage mitigation, although the player will rarely see a cleanser outside of healing teams. Lastly, most newer Sport characters also have damage mitigation abilities and are mostly cooldown 6 too, making it harder to fit Geneva on teams.

### Synergies

**Margaret** – Margaret’s only weakness is water damage. Geneva is here to cover this for her. When coupled, both damage mitigations can become a pain to deal with it. Note it can also work with Zoey, although it is much harder to fit the cooldowns in.

**Tashia** & **Mina** – Punish those people that thought it would be okay to run a Water heavy team.

**Nova** – The cute oni hates water characters. Although it won’t help much with her damage problems, using Geneva with Nova might scare away some water attackers.

**Heal teams** - Although not a true sport, Geneva damage reduction might work in a heal team, especially vs water heavy compositions.

**Standard teams** - Geneva is just a generalist and fits well in every composition, as long as the player is able to match her cooldowns.

### Counters

**Kate** – Kate’s healing is based on attack. Reducing the entire enemy team’s attack makes Kate cry. Una is also countered to some extent, but not as much.

**Violet** – The fox lady tends to have many water characters on her team, either to take advantage of her spell, or to buff her awakening. Geneva will make good use of any water heavy team.

**Water Teams in General** – Other girls that will tend to be build around water characters like Harlee and Joyce.

**Lucy** – Not mentioned earlier, but Geneva Awakening also affects Science characters. Which is not really useful most of the time, unless the enemy builds a Lucy team for some reason.

### Countered By

**Camille** – Oh boy. That’s a hard counter. Camille’s Awakening completely ignores Geneva’s damage reduction and adds bonus damage vs Lightning on top.  *Shuckles, I’m in danger!*.

**Anything that isn't Water** - Geneva's passive reduces Water damage taken. Your opponent can just get around that by not using Water girls.

**Venus/Evelyn** – Not only heal teams will cleanse Geneva’s debuff, she does not have strong buffs as her role is more about stalling.

**Christina** - She doesn't care that you just ruined her team's Attack. Her skill attacks off max HP, so Geneva is going to take a lot of damage if she gets hit.

**Damage over Time** - Burn and Poison also doesn't care that you just ruined their team's Attack.

### Summary and overall rating

Geneva is but a shadow (ghost?) of what she used to be. Nowadays, Billie is more important of a Halloween character than her, and newer Sport characters fill her role of increasing resilience. Furthermore, the release of Bikini Girls was the nail on the coffin to reduce Geneva to a niche level. Despite that, she is still one of the best options to help deal with Water teams, so if the player is having problems with that, they should consider her. While not as strong as the new characters, Geneva still does her job, and should not be underestimated.

Be careful when walking alone at night. If you don’t want to be pranked by naughty ghost, maybe you should watch your surroundings. Or maybe you like ghosts and want to give Geneva a chance and maybe tie the knot. Can a relationship between a human and a ghost workout? Who knows. Just stay away from Billie!

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## Grace

### Availability

Grace was the Step-Up girl for the Bunny Day of 2020. She is available through Event Summon Tickets once a year around April/May on her revival banner.

### PvE

Grace’s skill is abysmal in Story mode. Although negating Fire damage for 1 round sounds good on paper, in practice the player will never be using Wind vs Fire in PvE, leaving the skill useless. The player should use other Y3 Wind sports for the Story Mode if available on their friend list or roster.

In Invasion… Grace is a Sport. Don’t use her in Invasion.

### PvP

Grace’s role in PvP is a very versatile sport with CD5 that can fit most teams. Because of her stats as a Seasonal Girl, Grace is a good option to pivot into teams that still use Amy or want to save the 3rd position for a good supportive character. As of now, the only better sport CD5 to be used for their stats is Esther, but a good part of the players won’t have her due to her awful availability, leaving Grace as the best option. Giving a reliable spell, and an okay awakening and talent, Grace can fit most teams. As a side role, Grace is used as a spell counter. Many spells in the game are multi-target giving Grace’s team an almost guaranteed reflection to some damage. This won’t cause a huge spike in damage on the enemy compared to Amy reflecting a bonker, but it is much more reliable overall. There are a few scenarios where Grace can carry a fight when fighting single-target spells, but those are not as common for Art characters, and most that do have high single-target damage are Lightning which will do less damage to Grace anyway.

For Grace’s weaknesses, they usually rely on her kit overall. Grace currently is outclassed by the CD6 sports, which means teams that can fit in a CD6 sport will do better overall. Alizee has a better defensive ability and good offensive support for her allies with stats on top, while Haley has a much better defensive ability for the team. Grace’s talent is random and might not fall into an Art, making her only offensive support unreliable. Her awakening reduces the damage she is trying to reflect, causing some counter synergy. Finally, Grace’s spell won’t reflect damage over time, meaning she is more vulnerable to characters that use Burn and Poison as their main source of damage.

### Amy vs Grace

One reflects basic attacks, one reflects spells. Amy has a higher % on her spell, but spells usually do more damage than basic attacks, so who is better overall? First, Grace’s spell is much more reliable, as many spells are multi-target, the player will have a better idea of how much damage is going to be reflected. This is in contrast with Amy’s hit-or-miss which heavily depends on randomness. Second, Grace’s spell comes in one rotation earlier, assuming competent players. Grace can start reflecting things as soon as she casts, while Amy must wait until the spell rotation is over which means she might not live to reflect everything. As mentioned before, Grace too has better stats for being a Seasonal girl and her talent is much better overall, as Amy’s talent is very limited.

Vs Bonkers (Self-buffing Arts), Amy might be a better option, but again there is randomness involved. On the few scenarios where Amy can reflect though, she tends to carry the match harder than Grace as bonks tend to do more damage than spells, and Amy has 20% higher reflection.

### Notable Synergies

**Christina** – The classic synergy with Grace, Christina heals the team so Grace can reflect more damage. Her Awakening also gives some of the offensive support that Grace does not have. Overall, very simple but very effective synergy that beats a lot of general teams.

**Amy** – Amy or Grace? Yes. Using both to reflect both damages might be effective. The player must be mindful of Max HP damage though, as they will be using two Sport characters.

### Counters

**Elva** – The only single target Art in the game that is not Lightning. Elva hitting Grace is the late-game version of Camille hitting Amy. Tip: Using Grace + 3 Lightnings will guarantee Grace to reflect her spell.

**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 a minimum of 114% and a maximum of 144% of a 5-star Mina’s base damage (even factoring in reduced damage taken from elemental advantage), so that isn’t so bad. It isn’t the flashy 437% one-shot reflection Amy returns to Camille.

**Christina** – Grace’s reflection is one of the few things in the game that interacts with Christina’s spell sending some of it back to her.

### Countered By

**Heal Teams** – Most Sports characters waste away against these Literature club members. Grace has almost no offensive support for her team, and although her reflection might help with a few hits it is often not enough.

**Giselle & Amina** – As mentioned before, Grace cannot reflect damage-over-time. These two will slowly tear her down.

**Ruby & Clara** – These two can remove Grace’s reflection before she can reflect their Art’s damage.

**Juliana** – If you use any Water character with Grace, Juliana will never hit her.

**Camille** – The one situation where Amy is better than Grace, you might have regrets swapping Amy out when Camille comes knocking.

**Una** – Una will help her Arts heal back some of the damage caused by Grace.

### Final Thoughts

Once one of the scariest Sports, Grace has seen better days. The magician still has some aces up her sleeve being the best Sport to be used in CD5 besides Esther. However, in this meta most of the newer Sports outclass Grace, and the player will most likely see better results fielding teams with Alizee or Billie. Still, she can hold her own and is far from a bad choice. When used at her best, Grace can cause trouble on the enemy team regardless. In the future, if stronger CD6 supports are added, Grace might see some good synergies bring her back to the top.

Dating Grace can be magical, but remember, if you want her to care about you, you must go all in. Shallow tricks won’t work against a magician, but perhaps you can help her learn new tricks. Or maybe she will ask you to clean her clothes of all the fur from the rabbits that keep coming out of her hat.

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## Halloween Witches

### Availability

The Halloween Witches were the Step-Up girls for the Halloween of 2020. They are available through Event Summon Tickets once a year around October/November on their revival banner.

### Stats

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

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

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

* 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.

## Harlee

### Availability

Harlee was the Step-Up girl for the Christmas of 2022. She is available through Event Summon Tickets once a year around December/January on her revival banner.

### PvE

Harlee has a strong spell for Story Mode. Her spell is both able to change the runes to Water and save the player from a bad rune board, as well as helping to achieve high combos for the star mission and later to pass over combo shields. On top of that, her spell also increases damage taken to 3 enemies, which is also amazing to help “End the Mission with an Attack Skill”. Harlee has everything the player needs for Story Mode.

For Invasion, although better units are present, Harlee can work both on the Fire invasion helping other Water units, or on other invasions as the buffer to catch disables from the boss. Harlee should not be gotten only for Invasion, but if the player got her for other purposes, she can fit there until the player has stronger units.

### PvP

Harlee is a strong support for Water characters in PvP. Her spell is a bit like Lucy’s but is much easier and reliable to use. Her spell combines the common support stuff: Increase damage of your team, decrease the damage of the other team. Her main point is her awakening though, which greatly increases damage output for Water characters. It comes in the form of a debuff also means that she enables Violet awakening very well. It is also amazing in helping all the other Water characters do their early bursts, synergizing well with Kaia and Summer Ladies low cooldowns, and Elva’s awakening.

Harlee is general and usually won’t be the main point the player would want to counter in a team. Harlee will usually focus on countering her team as whole. The main drawback Harlee has is that her awakening is locked to Water, and while she can somewhat work in a general composition, the player will want to pair her with other Water characters. However, Harlee lacks any defensive abilities against Lightning which causes her team’s primary weaknesses. Therefore, the player will find it is much easier to utilize Harlee’s kit on attack than on defense. Second, and last drawback, Harlee’s talent is quite sub-optimal. While it does give herself some buffs, the player will rarely be utilizing 2 Science characters in a team, even less two Water Sciences. (Unless they want to do some meme Lucy carry team. Please don’t do that).

### Notable Synergies

**Violet** – Harlee’s main selling point is on a Violet team, enabling Violet to also activate her awakening on her first attack, while also getting a big boost in damage for her spell. The player can then choose to use another Water character (Mostly better on Attack, or hidden Defense in GA), or get another element Art for better elemental coverage (better on Defense).

**Other Water Arts** – As mentioned, all Water arts have good burst potential and Harlee’s awakening supports that well.

**Two Science Teams** – Most often seen on Attack but nowadays getting more common on defense. Harlee’s talent is usually a downside for general teams, but players that would like to build a team with Science characters for whatever reason can benefit from her talent.

**Joyce** – Go big or go home? If the player doubles down on a full Water team, might as well get the golfer on top of it.

### Counters

**Nova** – Nova hates to see Water on the enemy team, and Harlee’s teams will have plenty of them.

**Fire Characters** – Yeah, not much to write in this section for Harlee. Basically, everything that Water counters, Harlee will double down on it.

###  Countered by

**Geneva** – The ghost girl is made to counter Lightning characters. Not well known, but her Awakening is also good vs Sciences so Geneva also covers for the cases Harlee wants to go double Science.

**Mina & Tashia** – Stronger the more Water are on the enemy team. Mina is even better than Tashia in this case due to her Awakening.

**Lightning Characters** – Something, Something, Lightning counters Water.

### Summary and overall rating

Harlee is a niche character. For most of the players, having her on the team won’t be much of a bother. But for the servers where everyone is building a lot of Fire characters, Harlee might make all the difference in a roster. Also, especially good for players who want to invest on Violet or Water compositions in general.

Is steampunk your thing? Maybe you like gadgets? Is your dream to fly one day? Or do you want to have a squirrel fren? If the answer for 3 or 4 of those, Harlee should be on your bucket list. Join her in building high-tech weapons to combat the infected and she will teach more and more about this advanced engineering. You might also eat some delicious food together, made by Lucy and Katherine. If you get close enough, she might tell you about the secret behind that dish.

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## Iris

### Availability

Iris was the Step-Up girl for the End of Summer of 2020. She is available through Event Summon Tickets once a year around August/September on her revival banner.

### PvE

Iris is one of two Year 3 rarity Art club members of the Fire element. This makes her a valuable unit for dealing Fire damage. She has high damage output as every member of the Art Club does, okay HP, and okay Recovery.

Iris' skill has a standard cooldown of 4 rounds. Her skill consumes all water runes, dealing up to a total of 12x her attack. This is useful for clearing water runes off your board while dealing a large amount of damage. Do note that each water rune deals 3x damage independently.

### PvP

Iris in PvP is good- she has a great skill and a buffed attack, similar to Camille and Tashia. Iris' skill has a cooldown of 6 rounds in PvP at the cost of a smaller buff of 120% at 5 stars. Her skill damage is great, so she's not as reliant on not being countered like Camille, or other characters that buff their next attack. Iris' buffed attack is also countered by girls like Clara, which can render her less effective if she can't hit with her buffed attack.

Iris' Awakening increases Iris' damage by 20-40-60%. It however lasts only for 6 rounds. Due to this, Iris must be placed in spot 1 or spot 2. This will delay her skill. But totally worth it.

### Synergies

**Freya, Margaret, Angela** - Their skills all buff Fire damage, so using Iris with them can boost her damage output.

**Clara** - Clara's Awakening passive hugely buffs two Art characters for 6 rounds, which can further increase Iris's damage initial damage burst with her Awakening. Her skill also increase enemies' damage taken, which can help amplify Iris' skill damage.

### Counters

**The Literature club/Low HP teams** - her buffed attack will take a chunk of their HP out, and having less HP makes it easier to kill the enemy.

### Countered By

**Winni** - Her dodge can dodge Iris' buffed attack.

**Alberta, Lilian** - Their skills can stun her attack or skill.

**Amy** - A common complaint mostly against Camille- Amy's skill can reflect Iris' buffed attack back to your team. Do note that if both teams are at 0 HP after her reflect, the **Defender** will be awarded a win.

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## Lilian

### Availability

Lilian was the Step-Up girl for the Summer Nights of 2022. She is available through Event Summon Tickets once a year around June/July on her revival banner.

## Mabel

### Availability

Mabel was the Step-Up girl for the Halloween of 2023. She is available through Event Summon Tickets once a year around October/November on her revival banner.

## Maeve

### Availability

Maeve was the Step-Up girl for the Valentine's Day of 2023. She is available through Event Summon Tickets once a year around February/March on her revival banner.

### PvE

Maeve’s skill is amazing in Story Mode. The ability to change runes is always welcome when the player in unlucky with their rune board In special, Maeve is able to create Bolt runes which are the most reliable runes to reach higher combos. The skill also has an added effect of decreasing enemies attack which might help surviving some strong boss skills. The effect is always welcome as using a Science means the player will have less survivability as they will be giving away one Sport or one Literature.

For Invasion, Maeve is mostly a defensive character. If she is one of your main characters at the start, it is okay to use her, but the player should swap out for better characters quickly.

### PvP

Maeve is one of the disabling supports in Project QT. Her main selling point is of a cooldown 6 spell with a Silence effect, being able to cancel up to two skills on the enemy team. The duration of 5 rounds also means there is no delay that is going to save units from her disable leaving the enemy up for randomness. All of this gives Maeve one of the strongest disables in the game. The spell does not end there however, and Maeve also gives a useful boost for the team’s defenses for 5 turns, helping to deal with any damaging spell that Maeve was not able to disable. Her awakening is straightforward and gives an increase in damage for team on the first rotations. In general, an okay awakening for general teams, but it being in form of a debuff for the enemy team enables Maeve to be a good synergy for Violet, a common character she is paired with. Lastly, her talent is generally good, although with some randomness it is better than most talents out there.

Maeve’s weakness is the same as her main strength. Just as any other character in this role, using a disabler means the player is putting themselves out for luck instead of skill. Although her attack debuff can cover for some spell damage in case she does not stun, it is more than often not enough to justify her on the team. Also, just like any other disabler, Maeve is stronger on Attack than on Defense as she will have one more turn chance to disable a character. In the case of Maeve, this is somewhat mitigated by her Silence lasting 5 turns, but she still won’t be able to Silence a CD6 character on defense like she does on attack.

### Maeve vs Other Disablers

Compared to other disables, Maeve is a direct upgrade to Alberta: Being able to silence up to two characters is better than one stun and the potential to stun basic attacks is not enough to compensate for it. Compared to Lilian, Maeve might not have the potential to disable three units as Lilian does, but her CD6 is more valuable when the player wants to disable a strong CD6 unit (i.e. Heal Team). When comparing Maeve to other basic attack disablers like Amina and Mabel, disabling spells are, as of now, much better than disabling basic attacks as with the current roster all characters with strong basic attacks need to cast their spell first to buff it.

### Notable Synergies

**Violet** – Maeve’s awakening is a debuff and it enables Violet to activate her extra damage on her first basic attack.

**Winni** – Putting disabling characters together with Winni greatly increases the variance of a battle, and it might be enough to get some wins against those teams the player thought to be too weak to fight against. It also makes players less inclined to Attack you due to uncertain results.

**General Teams** – Maeve is a generalist and can fit anywhere you need a disabler for. Especially on attack.

### Counters

**Characters with Strong Spells** – Being disabled is bad in general, but some characters heavily rely on their spells to be effective. Especially, CD6 Literature characters are vulnerable to disables due to their low stats: Angela, Vivian, Christina and also Caroline on heal teams. Billie is also one sport that greatly relies on her spell to do her job. Funnily enough, other disablers are also good targets for disables, so Alberta, another Maeve, and specially Lilian are good targets for Silence.

**Bonker Arts** – Funnily enough, those characters with strong basic attacks need their spells to buff them, so silencing them is very effective. Characters like Camille, Iris, and Tashia have a hard time vs disables.

**Art Characters** – Of course, silencing art characters in general greatly hinders their damage output even though it doesn’t hinder as much as the ones above.

###  Countered by

**Nova** – Not only does she have a cooldown low enough to ignore your silence, but she may also disable you before you can cast it. Let’s also not ignore the elemental advantage.

**Cooldown 5 Characters** – Maeve cannot silence these as they will cast before her.

**Taunt Characters** – When casting before Maeve these characters will catch one of her silences, crippling her ability to disable other characters. Be careful with Christmas Devils, Haley, Zoey, and Blair.

**Cleansers** – Good players using healing teams will position Venus or Evelyn right after Maeve, allowing for them to remove all the silences given that they do not get silenced themselves.

**Disablers** – Well, on attack you countered them, but on defense it is their turn to deal with you. Hope luck is on your side.

### Summary and overall rating

Maeve is one of the best disablers out there. Due to its good duration, her silence is quite reliable even on defense, while also being able to disable multiple people. Her supporting abilities also allow her to fit most general compositions. Last but not least, being able to synergy with Violet is also a big bonus. A strong character to have on a players’ arsenal, especially as a secondary character after the players’ teams are already built. Maeve is also easy to consider as all the other characters on Valentines are niche.

Are you tired of being alone on Valentine’s Day? Fear not player, Maeve is here, and she will make sure you find someone to be on your side. Bringing delicious chocolates and lots of good feelings, you are sure to be in a good mood until her quest is done. If it turns out she can’t find someone to be with you, it might be just destiny that she is to be the one to be your side.

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## Margaret

Important! Margaret has been buffed recently and her review has not been updated.

### Availability

Margaret was the Step-Up girl for the Bunny Day of 2021. She is available through Event Summon Tickets once a year around April/May on her revival banner.

### 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 as 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 substantial 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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## Ruby

### Availability

Ruby was the Step-Up girl for the Bunny Day of 2022. She is available through Event Summon Tickets once a year around April/May on her revival banner.

### PvE

Ruby is a Year 3 rarity Science club member of the Water element. She has a similar skill to Lucy, although instead of only changing runes, she changes 10 runes to Water runes and decreases the enemy's attack by 30% for 2 rounds. This can be effective in maintaining your HP for "HP doesn't fall below x%" missions, while also aiding you in building combos with the extra runes spawned.

### PvP

Ruby's skill in PvP is basically upgraded Clara and budget Geneva combined- she decreases 3 enemies' Attack by 30%, and remove 1 buff from them. Do note that Ruby can "remove" buffs from a character that **does not** have a buff already. She does all of this while having a cooldown of 6, making her effective for decreasing the power of skills like Elva's, or removing Camille, Iris or Tashia's buffed attack, but not both. This makes Ruby very versatile depends on what you want her to do. She can be placed in either spot 3 to make use of her debuff or any other spot to remove enemies' buff. But it might also break your team ordering if you're too focus on removing buff. Also beware that it's easy to counter Ruby's buff removal if the enemies have many buffs to "shield" their most important ones.

Ruby's Awakening passive increases 2 Enemies' damage taken for 6 Rounds. While this passive is good, it only lasts 6 rounds and on 2 enemies. This makes it harder to utilize this passive, but not impossible.

### Synergies

**Mina** - Mina's passive allow her to deal damage to multiple enemies, making it extremely easy to be make uses of Ruby's passive.

**Iris, Violet** - Less consistent than when paired with Mina but both of them will deal a huge amount of damage when they attack the enemies debuffed by Ruby's passive.

**Summer Ladies, Kaia** - Summer Ladies and Kaia at 8 Stars can cast their skill at turn 6 to use Ruby's passive for massive skill damage.

### Counters

**Camille, Tashia, Iris** - These characters all have a buffed attack, thus if Ruby's skill hits any of them, she could remove their Normal Attack buff or reduce their attack power on their skills if she cast hers first, except Camille at 7-8 Stars due to her passive.

**Kaia** - Kaia brings massive attack buffs for all her team who are usually arts making her an extremely good target for removal if she's the first buffer on the enemy's team.

**Margaret, Esther, Joyce, Grace** - They all have skills that generate a buff for themselves or their team at CD5 which are prime targets for Ruby because she can remove them immediately and apply her debuff to the enemies' Arts.

**Angela, Billie** - Both have significant buffs that would be devastating when removed, but at CD6, it's usually awkward for Ruby to remove them on Attack, but easy to do so when she's on Defense at spot 3 or 4.

**Winni** - Removing 3 out of 4 Dodge buffs will render Winni practically useless, but it requires Ruby to be delayed to spot 2 which is not desirable in many cases.

### Countered By

**Tashia** - Tashia's skill at 4 stars and above also has a Snipe- she targets Water characters for huge damage, including Ruby.

**Geneva** - Geneva's Awakening passive reduces all Water and Science damage taken, which Ruby is both.

**Venus, Evelyn** - On defense, Venus and Evelyn can cleanse the damage reductions, and they don't have any buff to be removed.

**Christina** - She doesn't have any buff to be removed and her skill isn't affected by Ruby's debuff.

***Multiple Buffers*** - Characters that can generate a lot of buff like **Una**, **Astarte**, **Alizee** will dramatically reduce Ruby's chance of removing the important ones, e.g. Camille's Attack buff.

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## Saika

### Availability

Saika was the Step-Up girl for the End of Summer of 2021. She is available through Event Summon Tickets once a year around August/September on her revival banner.

### PvE

Saika is a Year 3 rarity Art club member of the Wind element. She sports the second highest base attack stat in the game, okay HP and bad recovery. Her skill makes her arguably better than Camille in PvE- she spawns 25 Wind runes, has a 12x multiplier on 3 enemies on her skill and even increases her own attack. This makes Saika a powerful raw damage dealer, along with making combos much easier to pull off by spawning more wind runes.

### PvP

While Saika herself is good in PvP, her skill, talent and passive are worth talking about before discussing her overall strength.

Her skill itself is decent, having a base multiplier of 1.35x which is very low for an art girl, but it gains an extra 0.3x damage for each hit you deal against Art club members making her one of, if not the strongest Art Club member in terms of raw multiplier if all skill hits damage Art girls. Saika's skill can mow down teams with multiple Art club members unlike any other art girl but the multiplier is very low against teams without arts making her situational. Saika also gains a snipe effect that targets lightning art girls, which makes it preferable if the opposing team has at least one of them.

Saika's talent is practically worthless and shouldn't be leveled up at all. It gives 2 Literature club members 20% recovery and 10% attack, which isn't bad in itself but you're rarely if at all running multiple Literature girls with Saika. The only somewhat notable synergy for this talent is using Saika with Katherine and Vivian but it's not advisable as there's better Art girls to use with that combo.

Saika's Awakening passive is alright at first but becomes quite strong at 8\*. The passive starts of by giving you a 60% chance to gain 8% attack at the start of Saika's move but the chance scales up all the way to 100% and 30% respectively making it a significant boost in power. Coupled with her high attack, this can make up for her lack of power against non-Art girls.

In the end Saika turns out to be a somewhat situational option that is worse than average compared to her peers in the Art Club at medium investment. But at high investment against the correct matchup she can deal some really monstrous amount of damage. How often the conditions line up for Saika depends a lot, so if you want to pull for Saika you should keep in mind that you may or may not get vital use out of her in PvP.

### Invasion

Just like all other Art Club members, raw damage output is very desirable for Invasion. Saika is very good in Invasion, especially when you get her passive to max which allows her to pump out stronger attacks than other wind girls. She still ranks lower than Camille in terms of raw damage output but she is a fine option regardless.

### Synergies

* **Alizee** - She is the best option to generally support Saika's performance in a team, while also providing her with a buff against all incoming damage.
* **Flora** - Flora amplifies Saika's damage like no other girl in the game assuming you have her at 7\* or above. She brings a massive 32-60% damage boost for 16 rounds that is multiplicative with Saika's own awaken passive. Flora is the best option to boost Saika's damage output.
* **Kaia** - Kaia is another great support for boosting Saika's damage output.
* **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 so.
* **Clara** - Her skill increases damage taken by 2 enemies, which can boost Saika's power. Her Awakening passive also boosts two Art girls for 6 rounds, making this a useful synergy.
* **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.

### Counters

**Classic teams and Triple Art teams** - Saika is specifically meant to counter classic teams that uses a lot of Art Club members. Her snipe effect also makes the matchup even more favorable when one of the Arts is a lightning Art. Generally Saika becomes a better option than other Arts when they have 2 Arts of which one is lightning or 3 Arts. When there is 2 Arts in a team without either being lightning she is on par if not slightly worse than other options.

**Lightning girls** - Just like Luna, Camille and Amina, Saika is also effective against a lot of lightning enemies but to a lesser degree than Luna. She is still a very good option worth considering if you do not have Luna.

### Countered By

**Saika** - Amusingly, Saika is her own worst threat. While she does counter herself, the winner is basically decided by either team ordering or her team mates.

**Heal teams or any miscellaneous teams without 2-3 art girls** - 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 and other teams that could pop up in the future without many arts.

**Zoey** - If there is one sport girl every wind art should be vary of, it's Zoey. Due to the nature of Zoey's skill and awaken passive she absolutely shuts down wind damage in any shape or form. Zoey's taunt also makes it very tricky for Saika's attacks to deal any damage as Zoey sponges up all of them.

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## Scarlett

### Availability

Scarlett was the Step-Up girl for the Halloween of 2021. She is available through Event Summon Tickets once a year around October/November on her revival banner.

### PvE

Scarlett is one of two Year 3 rarity Science club members of the Fire element. She has decent Attack and HP and okay Recovery. Since she is a Science club member, she'll be used mostly for her Skill. Scarlett's skill turns 15 Runes into Fire runes, in which is very useful to save messy boards with free combo choices. While the skill itself is not a bad, it is important to notice Freya's skill in PvE does the same thing, but with more runes turned to fire (35), while also increasing fire damage on two targets for one round. While Scarlett is not a bad choice for PvE, the player should be opting for Freya instead, if she is available.

In invasion, again Scarlett is a bad choice due to her multi-target spell, and Freya is much better, as she brings the talent in which counters the Wind boss.

### PvP

Scarlett is in a really bad spot for PvP, being arguably one of the worst Year 3 characters in the game. Her kit has poor synergy with other characters, and also poor synergy between her skill and passives. Her spell casts the "Punishment" debuff on two enemies, which will cause their team to suffer 7% Max HP damage when they cast damage spells, which is up to 14% team Max HP. This has a good synergy with Scarlett's cooldown of 5, allowing her to cast her spells before anyone in the enemy team (except for other cooldown 5 in case Scarlett is on the defense team). While the idea of the skill is fine, and the damage could be more significant than a burn as it affects the entire team instead of only one character, the cooldown 5 is shared with many other characters that have a much better skill than Scarlett. Her skill also has a second effect, in which it applies a debuff that decreases recovery of the enemy team. While in theory that debuff seems like an optimal choice to counter heal teams, in practice is actually a trap, as two of the main healer characters also remove debuffs (Venus & Evelyn). In the end this part of her skill will only be good against healing teams without one of those two characters, which in itself, are mostly bad and/or off-meta teams which could just be defeated by any other good team.

Scarlett's awakening passive and talent both have a nature to decrease damage, the awakening decreasing two enemies damage by 30%, and the talent decreasing weakness to water for two allied fire units. While those passives are not particularly bad, they do not synergize well with her spell. The first part of her spell applies only on spells and only two characters, and as such will mostly deal damage already, regardless of damage reduction or not. Even if the choice of the player is to focus on the punishment part and last longer for applying the damage more times, Scarlett's preference for P2 means she has a hard time fitting with Sports character in her team. As for the second part of her spell, countering heal teams also involve doing more damage than they are healing, in which damage buffs would be much more preferable over damage reduction.

### Synergies

Scarlett has no strong particular synergies with anyone. The following characters can help her in some ways though:

**Sports with Cooldown 6** - Scarlett's dire need of position 2 means she will be needing a unusual Sports to fit with. Zoey, Haley, and Alizee are examples of Sports than can fit with Scarlett. While cooldown 5, Winni can also work, as the player will preferably put her on position 1 to take advantage of her skill. Winni's lack of HP is also helped by Scarlett's damage reduction, although the passive affecting two random characters make this strategy quite unreliable.

**Other Max HP damages** - When coupled with Christina, Giselle, and/or Lilly, Scarlett can seriously gut the enemy's HP quickly. This is mostly reliable on the offense, though, as the team will probably end up with too many fire characters.

### Counters

**High HP teams** - Scarlett's Max HP damage can do quite a lot of damage to high HP teams. Although Christina, or burn characters shall do more damage in the long run, Scarlett can be a substitute if lacking any of those. The player lacking any of the other three options however is sub-optimal.

**Recovery teams without cleanse** - Scarlett has a very niche use into teams with recovery but without Venus/Evelyn. If the player for some reason encounters heal teams depending solely on Caroline/Astarte/Vivian, Scarlett can be an option. But the enemy will mostly likely be pivoting to one the cleanse healers soon enough.

**Halloween Witches** - Scarlett's decrease of recovery also means that Halloween Witches' spell damage will be reduced. This will only work on the offense, however, as HW's spell cooldown is also 5. Also, teams containing HW will most likely have Venus/Evelyn on them. The player may try using Scarlett if the enemy positions the cleanse character on P1, although again, there are better options for countering healing teams.

### Countered By

**Venus & Evelyn** - If it was not clear enough already, the only reason Scarlett can not even try to do her job is because these two exist.

**Christina & Little Reislin** - While not a direct counter, those two characters are not affected by Scarlett's spell because their heal depend on their team's HP, not their recovery stat.

**Una & Kate** - Similar as above, these two character's do not use their recovery stat for their heals.

**Any good team** - Scarlett is below average and lacks synergies, any other team with similar promotion and evolutions should be able to easily beat her team without problems.

### Summary and overall rating

Sadly, the only thing that the Queen of Flames has going for her is her captivating looks (and her cute sheep!). She is completely overshadowed by Freya in any PvE mode, and her lack of synergy is too much of a weakness to use her in PvP. The teams that she counters either are too niche or have much better counters compared to her. If the player really insists in using Scarlett, their best option is ~~hoping for a buff~~ using her alongside a fitting sports and two arts characters.

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## Summer Ladies

### Availability

The Summer Ladies were the Step-Up girls for the Summer Nights of 2020. They are available through Event Summon Tickets once a year around June/July on their revival banner.

### PvE

The Summer Ladies are strong and consistent in PvE- their kit includes the second highest overall base attack stat, low HP and meh recovery with a good skill. Their skill allows you to either inflict Water or Lightning damage, always picking the more advantageous one, which can be useful in later, multi-element levels. Their skill also **increases** the enemy's Water and Lightning damage taken, making it even easier to wipe out the enemy.

For Invasion, SL is not good herself as a source of damage as her spell is multi-target, but they can be an excellent buff to other Art girls who excel in Invasion, like Elva.

### PvP

The Summer Ladies role in PvP is clear. A glass cannon art and at the same time increasing the damage of her own team, the character is very important for building bursty teams, especially ones including Water and Lightning arts. Do not let their low HP fool you, as their spell seeks for the weakest element between water and lightning; SL is guaranteed a good chunk of damage regardless of the opponent team’s elements. Their skill is a debuff, and while usually debuffs are vulnerable to cleanses, Summer Ladies spell divides the damage increase for Water and Lightning characters in two separate debuffs, making it much harder to totally cleanse. This makes SL very useful for protecting other debuffs from being cleansed, as well as a match for Violet. Furthermore, their spell has a low cooldown of 5, and will usually cast before debuffers are able to decrease her damage. This makes SL somewhat difficult to deal with without the proper counters.

Regarding their Awakening passive, increases SL’s damage to Wind and Fire, making her even more difficult to deal with, as SL will now deal increased damage to three different elements and neutral damage to Lightning. The awakening synergizes with SLs theme to be a guaranteed cannonball on the enemy team regardless of their elements.

Summer Ladies talent is Anti-Stress Art, and while it does not synergize well with her kit, it is guaranteed to activate as her nature as a damage buffer means that the player will want SL paired with other arts.

### Summer Ladies vs Kaia vs Louisa

Compared to the other Art buffers, Summer Ladies role trades stats and flexibility for raw damage. While Summer Ladies stats as a Seasonal girl cannot compete with a girl from the Treasure Hunt or the Monthly Carnival, she works better than the other two when the player prefer overall bursting, due to the way they ignore most elemental advantages. The player only must be aware of the limitations. As SL only buffs water and lightning, Kaia and Louisa can buff anyone.

### PvP Synergies

**Violet** – Of course the first mention you will see here. Summer Ladies and Violet are a match made in heaven. Not only SL buffs water units, but with their cooldowns 5 and 6, and SL’s double debuff, it is guaranteed Violet will cast with her Awakening activated, even against cleansers. It is no surprised that Violet is SL’s attack bond.

**Water and Lightning girls** – Girls of these elements in general synergize well with the Summer Ladies.

### Counters

**Fire in general** – On top of her elemental advantage, SL’s awakening doubles down on beating fire units to the ground. Fire teams, be scared.

**Teams without Lightning** – Her awakening and spell combination makes it so that SL will do increased damage to anything not Lightning.

**Heal teams** – Not only their short cooldown burst will detonate heal teams before their spells cast, but they can also help other arts characters deal even more damage to ensure enemy heal teams won't survive for long enough to heal completely.

### Countered By

**Geneva** – Despite Summer Ladies countering most debuffs because of their low cooldown spell, Geneva doesn’t care about cooldowns, as her debuff comes from her Awakened passive. The player might want to pair wind characters with SL to counter Geneva, but as SL doesn’t buff Wind characters, it only makes their overall team weaker.

### Summary and overall rating

Summer Ladies are very strong duo, as a glass cannon and buffer for the whole team. Their sole existence is to do more and more damage. That’s probably what the player would expect when seeing a dragon anyway. As an arts cooldown 5, SL frails in flexibility and stats against their opponents from the TH and Carnival, but their easier availability and raw damage makes up for it, making SL a very good choice to spend event tickets on. If you either like angels or dragons (or cows?) be sure to schedule a visit to the beach as fun is guaranteed with these two playful monsters.

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## Tashia

### Availability

Tashia was the Step-Up girl for the Christmas of 2021. She is available through Event Summon Tickets once a year around December/January on her revival banner.

### PvE

Tashia’s skill in Story Mode is quite good. On top of increasing her own damage, Tashia is also able to save the player from bad rune boards by transforming some runes into bolt runes, which are also amazing for chaining combos. Her damage increase is also very good, and it does not matter that the buff is locked to Water enemies, as in story mode, the player will always be using Lightning vs Water. While Tashia does not have the stats of Mina or Louisa, her skill certainly helps the player in difficult situations.

In Invasion, Tashia is above average. Her spell is multi-target, which is bad for Invasion, but her buffed basic attack deals quite a bunch of damage so be sure to buff this one when using her. Overall, Tashia won’t do as much damage as Mina and Juliana in invasion but she still does her job as Y3 art quite well.

### PvP

Of the seasonal arts, Tashia is arguably the most important. Tashia’s main role is of a general art and specializes vs Water heavy teams. Not only does her spell deal great damage to Water enemies when awakened, but her “bonk” is much more reliable than Camille or Iris as it seeks Water enemies. Her damage gets much closer to Carnival Girls than other seasonal arts when used at her best scenario, and she is a great upgrade over Juliana. While she does not do much damage than Mina overall, her damage is higher when the enemy has exactly one Water on their team. Therefore, it is a safe bet for the player to go for a different carnival girl at the start if they already have Tashia. Her cooldown is also very versatile, with her CD6 and awakening reaching up to 16 turns, she can play both positions 3 and 4 freely. Position 3 can be used to avoid important disables or debuffs on attack, while position 4 allows Tashia to be buffed by a CD6 character.

Tashia’s main drawback is that her overall damage is dependent on Water enemies, so she is a bit weaker vs teams with no water characters. Second, although her damage is quite close to a carnival character, her resilience is not as high. Therefore, the player should expect their team to be much easier to burst down compared to a team with Mina. Lastly, compared to Mina, Tashia has a few hard counters that are quite annoying to deal with. Those will be discussed in the counters section below.

### Notable Synergies

**Zoey** – The gymnast has good resilience but has trouble with water and Tashia happens to love dealing with it. Both cover their weaknesses very well.

**Margaret** – The royal knight brings much-needed resilience to Tashia while also buffing her spell. New Margaret does not fear water anymore, but still a good synergy regardless.

**Summer Ladies** – Tashia can easily fit a Water/Lightning team for Summer Ladies, and maybe Violet.

**Geneva** – Bringing the ghost girl with Tashia for a ride will surely bring all Water-heavy teams to their knees.

**Christina** – This sassy girl likes to play with her opponents and delay fights. Any bonker appreciates delayed fights.

**Lilian** – Lilian strongly buffs Lightning arts and Tashia’s CD6 allows for an easy way around the DJ’s late cooldown.

### Counters

**Water Heavy Teams** – Tashia deals the most damage the more water enemies there are on the enemy team. This counter is quite important as a lot of Water characters are used at their best along with other Water characters, namely Summer Ladies, Violet, Harlee, and Joyce.

###  Countered by

**Winni** – Every rule has an exception. Winni might be a Water character, but she still counters bonkers very well. The CD6 is a liability here, as different from Camille, Tashia cannot position around Winni’s dodge and will have to always rely on randomness.

**Haley** – A mechanic that usually catches inexperienced players off-guard. Different from Juliana’s spell, Haley’s taunt **will** work on Tashia’s bonk even though it also has a seeking mechanism. Remember this priority: Seeking spells > Taunts > Seeking basic attacks.

**Not using Water** – As mentioned before, Tashia’s damage is significantly lower when there is no water to be found.

**Saika** – This is not Pokémon, lightning is not super-effective against birds. Saika loves Lightning and Arts and you are both.

### Summary and overall rating

Tashia is one of the most important Seasonal characters. With damage dealing as much as high as a Carnival character but with much easier availability, Tashia is indeed important on any roster. Her ability to easily deal with the common Water-heavy teams is very welcome in most server metas. Her versatility is also a bonus in building any teams for PvP. Most players should be looking into Tashia whenever Christmas is near and use her as an upgrade to Juliana as soon as possible. Tashia will be the better option until much later in the game when the player has the luxury to build a Lightning carnival.

Let’s be honest, who doesn’t have “seeing the aurora” in their bucket list? Even better to look at it at a comfy place near the fireplace with Tashia. If you get close, she might invite you to visit her country with her and all of this can come true! Just for God’s sake… please tell this girl to stop throwing Valentin at the enemies, the poor thing is crying already.

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# Basic Summon Girls

## Alberta

### 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.

Invasion: Alberta is really good for invasion in the early game, when players did not build their talents yet. 5\* Alberta stuns one enemy for 3 rounds, and as Invasion has only one enemy, it is a guaranteed 3 rounds stun. Coupled with some healer, Alberta is a very reliable character to allow the player to survive all 40 rounds earlier in the game.

### PvP

Alberta has one of the strongest debuffs in the game: stun. Although it does come with a price, 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.

Although the percentage of stun is lower on the defense, it is good to keep in mind that the randomness will sometimes score the player a win vs stronger teams, and this sometimes scare away other players who will prefer to attack bots instead for a guaranteed win.

**Awakening passive**

Alberta's awakening is selfish, a strong attack bonus for her own, although also random. Even though it doesn't make Alberta close to an Arts damage, it might make the difference when fighting teams like healing teams, which Alberta is usually used on. Just remember that as Alberta is more of a niche character used mostly for her spell, it is recommended to awaken other lightning characters first, such as Billie or Tashia.

**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.

**Alberta vs Lilian**

Two lightning characters compared very often for their role of stunning characters. While Alberta only has a chance of stunning one character, Lilian has a chance of stunning multiple characters, which most of the times makes Lilian a better choice. Lilian's awakening also buffs other characters on her team, opposite to Alberta's awakening which only buffs herself. Talent-wise Lilian's talent guaranteed increase attack of art characters is also a much better choice. So, when would the player be using Alberta?

The main point of using Alberta over Lilian, is again niche. Because of their different cooldowns, Alberta is able to stun CD6 characters, while Lilian can't. As such, the player should rely on Alberta when their main problems are caused by CD6 characters. For example vs healing teams, having a chance to stun Caroline might prove much more effective than having a slightly higher chance to stun other healers.

**PvP synergies**

**Summer Ladies** - In case the player wants to use Alberta's stun for a quick sweep, Summer Ladies will help not only by adding a lot early damage herself, but also increasing Alberta's damage. Other early damage dealers like Louisa and Kaia can also fill this role.

**Winni** - Prepare for trouble, and make it double. If it was already annoying to deal with Alberta's randomness, why not add a bit more into the game? Winni is also usually vulnerable to dying to spells before her dodge is activated, due to her lower HP, so stunning one character helps relieving this problem.

**Scarlett** - A somewhat unorthodox strategy, but stunning character spells might allow for Scarlett to deal a good chunk of damage. Althought the player might end up stunning always the same character and damage never goes off...

**Nova** - Yeah yeah, we had one stun. What about second stun?

**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. Especially, as mentioned before Alberta has a chance to stun Caroline.

**Bonking Arts** - Alberta can be used to prevent them from buffing themselves as well as unleashing their next regular attack. Arts like Camille, Iris or Tashia have trouble dealing with Alberta.

**Winni** - Since she is placed in Spot 1 for optimized performance, Winni is susceptible to being stunned by Alberta.

**Countered by**

**Clara** - Her talent completely negates Alberta's stun on wind characters.

**Venus & Evelyn** - If you want to use Alberta to disrupt a heal team, beware of cleansers: she may remove the stun status if it doesn't land on them. 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** & **Zoey** - Same logic as Christmas Devils, However, as they are the same CD as Alberta, they won't magnet the stun on defense. Plan accordingly!

### Summary and overall rating

The queen of RNG had her days during earlier metas. Nowadays, better stunning characters are available, although most are limited to seasonal banners, which make Alberta more often used to fill this role earlier in the game. The player will surely be using Alberta for invasion for optimal damage output, although leaving her at 5\* is preferred most of the time. Although stronger stunning characters are available now, stun is never a bad debuff, and Alberta will save the player vs some stronger team matchups. If you like princesses, royalty, or maybe you like being bossed around? Alberta will grace you with good luck (and probably some expensive dates).

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## Amy

### 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 in the earlier stages of the game because of how available she is. Although not as strong as later available Sport characters, she is more than enough for the earlier stages of the game in Arena and Grand Arena. Amy's versatility and flexibility makes 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 is more of an offensive tank, not actively helping you to tank/survive (contrarily to PvE) but may make the difference in your favor depending on your luck, especially vs Art characters that greatly rely on their basic attacks to deal damage (Bonkers). In particular, Camille is a common character found in the early game that deals spells trouble against Amy's on the defending team.

The player must remember that the opposite is true when using Amy on the attacking team, as per PvP rules, a draw is always awarded to the defending team. 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.

Later in the game, due to Amy's lower stat pool, lack of strong defensive ability (and especially her awful talent), the player should be looking forward to replace Amy with other stronger tanks. Although Amy can still be used to fill weaker Grand Arena teams, She may work well in very niche scenarios like two sports teams (with Grace).

Tip for new players: 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 straightforward party-wide damage reduction is useful against burst teams looking to end your run before spell casting. The player may consider Amy as their sport when their opponents tend to build very aggressive teams.

**Recommended spot in your PvP team**

Whatever spot is left after placing everyone else: Amy cannot be placed wrong. Delay her as much as you need, as her skill does not reflect spells, Amy's spell won't make a difference during spell rotation rounds against competent players. Also, once her skill is at 5 stars goes off, she will (almost) cover 100% of the battle anyway as its duration is 8 rounds.

### Synergies

As mentioned before, Amy fits basically any team. There are two honorable mentions:

**Christina** - Christina loves to stall battles until after the spell rotations, giving Amy time to put her spell to work. Furthermore, heals based on HP are not common to find, but very helpful for Amy. More HP means more resources to reflect.

**Grace** - You usually don't want to use 2 Sports at the same time, 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.

**Honorable Counter Synergies**: Although Amy works well with most teams, there are a few characters that deserve mentions here. **Do not** pair Amy with any character that will make enemies avoid hitting her. Amy wants to be hit, therefore do not use Amy with **Winni**, or any taunt sports like **Zoey**, or **Christmas Devils**.

### Counters

**Bonker Arts** - Mainly on defense, 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.

**Iris** - On top of being a bonker art, Iris is also often used in burst teams, which are countered by Amy's awakening passive.

### Countered by

**High Spell Damage** - Later in the game, most art character's will do a lot of damage with their spells, which Amy cannot reflect. Characters like **Mina** and **Lilly** have strong spell damages.

**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 has a hard time vs heal teams, specially because she lacks any damage buffs for the Arts on her team.

**Kate** - Kate's healing is done before the attack, and helps mitigate some of Amy's reflection. **Una** also works in a similar way.

**Giselle** & **Amina** - Burn and Poison are not affected by Amy's reflection, and both these arts deal their strongest damage on stalled battles, meaning Amy's awakening won't be much useful against them.

**Clara** & **Ruby** - Buff cleansing may remove Amy's reflection.

### 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 and promote in the early game. Amy will help you grow like the best fitness trainer out there. Later in the game the player will swap her out, but as your loyal partner, Amy will always be there to hold your back in case you need her.

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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## Elva

### Availability

Elva is the #2 available character after Amy, found frequently 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.

### PvE

HP first, damage second. Not something you often see for Art reviews, but in case of Elva for story mode, a lot of her damage is not present due to the lack of her talent and awakening passive, while her base HP is the highest of any Art character. Still, her spell packs a big punch and is very useful for ending the mission with an attack skill. Elva is more than enough for your water art in story stages.

For Invasion, Elva is the main water art you wanna have. Opposite to other water arts, Elva's spell deals single target damage, something very valuable in invasion. Always remember that she should be the one buffed by the other arts.

### PvP on Offense

Elva is about as vanilla as an Arena character gets. Because of her availability, the player will likely be using Elva for their earlier Arena and Grand Arena teams. Later in the game, the player might be swapping for other general arts, but when water arts are needed, Elva might still be very useful in some situations. 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. This makes Elva a good art to be paired with tanky teams.

She isn’t particularly vulnerable to disruption or delaying 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, just remember that unlike other spells like Juliana or Tashia, Elva's skill does NOT prioritize its elemental weakness (Fire), it only avoids selecting lightning characters.

Later in the game, Elva may be replaced with Kaia, however, as Kaia plays more of a buffer art role, the player might still use Elva in situations where a water art is needed to be buffed, while Kaia can fit a different team to buff other characters. The situation is a bit niche, though, as if the increase in damage is led by debuffs, the player might wish to use Violet instead.

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 main problem with Elva is, however, her lack of versatility. Due to her awakening passive, Elva is locked to position 4 if the player wants to deal as much damage as possible. If a stronger arts is paired with Elva, the player will be forced to use her passive on basic attacks, or delay their main source of damage.

### Notable Synergies

**Summer Ladies** - Although much better to be paired with Violet, Summer Ladies also pair well with Elva for some strong damage during the spell rotation turns. Also, both are guaranteed to not do reduced elemental damage, unless fighting 4 lightning teams. Great early team if the player plans to build Violet as a second carnival character.

**Camille** - Another very tanky art. Camille's talent also gives great damage reduction on top of Elva's high HP. Those two together in a team might be much tankier than it seems.

**Clara** - Clara's awakening pairs well with Elva's awakening for a basic and easy to execute burst comp.

**Lilly** - More sisters, more robots, more beams, more wreckage. With her Cooldown 6, Lilly is another option for buffing Elva and adding a good punch on the skill rotation.

**Joyce** - What happens if you add lots of resistences to two characters with high HP? Try it out.

### Counters

**Zoey + 3 Lightning** – This looks like a very strong comp. Thankfully Elva is well available, and she doesn't care about emotions, so she doesn't care about Zoey's taunt either.

**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 heal. Still, the worst of the best still numbers among the best.

### Countered By

**Christina** - If the player is building Elva for her endurance, they have to take care with this sneaky drunk girl that loves tons of HP and ignores resistances.

**Grace** - "Elva hit Grace!" is the new "Camille hit Amy!". With her strong single target damage, if Elva ends up hitting Grace the reflection is gonna hurt bad. Be aware of meme teams!: Grace + 3 Lightning.

**Christmas Devils** - A single target spell means CD will make good use of her damage reduction.

### Final Thoughts

Barring some very focused investment in either Carnival or Treasure Hunt, 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.

Contrary to Amy, Elva is arguably not as outclassed by her club members, as they can play different roles. This, together with her usefulness in Invasion makes Elva a reliable character to evolve and promote early. Although the player will most likely swap her out for stronger Arts, specially on Arena.

Later in the game, Elva's HP is somewhat valuable, but the player most likely will be using arts from either Treasure Hunt or Carnival, due to their much stronger talents. Elva might still be used, but only in a few niche scenarios. Therefore, the player must make the choice earlier if they want to get Elva all the way to 8\* or pivot earlier into stronger arts.

If you really like Elva, be sad not. The little robot frequently appears in events, and is still strong enough to slice and dice some infected. If you reward her by teaching her some emotions, she will never leave your side and protect you at all costs.

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## Evelyn

### Availability

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

### PvE

Evelyn is an okay Literature for Story Mode. Her Recovery is higher than Reislin, but lower than Kate, although she is much more easily available than the aforementioned characters. Her skill healing is not guaranteed, and the player needs to do combos for the healing, which in theory is okay, but many times when the player is in dire need of healing is because their rune board is already screwed anyway. When ahead, the skill is also very strongly used for a massive buff of damage output for the entire team. 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 rune board.

In Invasion, Evelyn is good earlier in the game, when the player has yet to unlock Juliana’s talent. When coupled with Alberta, Evelyn can carry the player to round 40 and help achieve the maximum damage output on the boss. If you are not sure of the positioning of your team for invasion, be sure to check the discord for the Invasion guide!

### PvP

Evelyn is one of the optional third healers to be carried on a heal team, although not core character like Venus or Caroline. The player would usually prefer Evelyn as the third healer when burst healing is more necessary to survive strong spells. Another situation where the player would want Evelyn as the third character for the healing team is when cleansing 2 debuffs would be very important. 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. For example, an enemy using a team with Summer Ladies and Violet, and without other debuffs will be very crippled by two cleanses, depending on their positioning. The strategy is also good when the enemy is using a throw-away buff to protect a stronger one like a burn, or a recovery debuff.

Comparing Evelyn to other options on healing teams: For Venus, check the separate section below. For Astarte, usually the player will prefer Evelyn when very strong spells would nuke their team before Astarte’s healing kicks in. Therefore, the player will alleviate the heal teams’ weakness to burst damage, but will be vulnerable to extended fights, as Evelyn heals much less than Astarte on the long run. Another character the player will see in heal teams is Christina, but Evelyn should be much better than Christina, as her heal depends on recovery, not HP. When compared to the new character Amora, Evelyn is much worse than her at covering burst, and will only be considered in very niche situations where the cleanse is needed. In short, Amora is the late game replacement for Evelyn.

What about Evelyn on more generic teams? Well, although her awakening brings her a bit more relevance in generic teams than Venus, it is still shooting yourself in the foot to use either of them on generic teams, even thought their cleansing power is amazing in theory. This is because most of the debuffing characters will still do a good job without their debuffs, while Venus and Evelyn won’t do much without other recovery characters on their team. Regardless, there are very few niche situations where the player might prefer Evelyn for her Awakening, if they plan to use a 4-lightning team, and no other strong buffers are available for such (Like Kate or Lilian).

**Evelyn vs Venus**

Venus and Evelyn are both cleansers, and both have basically the same spell and talent, so why is Venus core on a heal team over Evelyn? The secret is on their awakening passives. While Venus has an awakening that strongly buffs her recovery, Evelyn’s awakening is centered around general teams, buffing Lightning damage, and is useless for healing teams. Therefore, the player should always prioritize Venus for heal teams over Evelyn (when not using both). While her skill is strictly identical to Venus conceptually, Evelyn has 0.1 higher scaling, which is why the player should use Evelyn before Venus when using both in a team. It is important to notice that \*without Awakening\* Evelyn has higher recovery than Venus at the same promotions and evolution, and therefore is 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.

**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 Evelyn’s talent, bringing resistances to both. Amy’s awakening is also used to counter burst on heal teams, which complements Evelyn usage on the team.

**Billie & Esther** Although they also benefit from Evelyn’s passive, Billie and Esther would help mitigate the weakness a heal team with Evelyn has to extended fights, instead of doubling up against burst damage.

**Haley** – Same as Amy, however will not benefit from Evelyn’s talent. The ability to taunt the potential stun from enemies is a good addition, though.

**Geneva** - While not used in a heal team in all situations, just like Amy, Geneva will also take advantage of Evelyn’s talent.

**Lightning Arts** – As mentioned earlier, Evelyn can be used on a 4-lightning team for her awakening passive, although if available, better buffers like Lilian should be prioritized over Evelyn.

**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. In this case, when used on defense, consider using Evelyn on P3 and delay Caroline one round. Other similar stuns that Evelyn may counter include Amina, Maeve, and Lilian.

**Flora & Scarlett** – Ironically, while these two were supposed to counter heal teams by decreasing recovery, Evelyn can just remove their debuffs and make their countering attempts futile.

**Giselle & Amina** – These two heavily rely on their burn/poison to deal damage, and Evelyn can remove them just as easily. Just be careful, if you fail to cleanse those, burn and poison are a strong example of extended damage that Evelyn suffers against.

**Violet** – She needs a debuff to deal her work, and Evelyn is here to prevent that. Poorly fielded Violet teams will find it very difficult to do well vs cleansers.

**Countered by**

**Una & Kate** These are the bread-and-butter characters used to deal with heal teams through extended damage. Remember, a heal team with Evelyn is more vulnerable to extended fights, and these two will hit right where it hurts.

**Raw firepower** – Although a heal team with \_ is somewhat better vs burst damage, it is still a heal team. It will die easier to burst damage easier than most teams regardless.

**Lucy, Geneva, Summer Ladies** - Evelyn cleanses their debuffs, but they are also used to flood Evelyn's team with debuffs to protect more important debuffs from other girls. For example, more experienced players will frequently try to flood Evelyn's team with debuffs, and then burn with Giselle, or hit with Violet.

**Delaying skills** – When you have Evelyn, some attackers will be tempted to delay their skills so that they activate after Evelyn's turn. For example, it is impossible for Evelyn to cleanse Giselle’s burn when she is positioned on P3.

**Using self-buffs instead of debuffs** - In particular, some Sports and Science can increase the damage output of their own team instead of debuffing their opponent.

### Summary and overall rating

Evelyn is a good addition to the game both for PvE and PvP (and for dad jokes). But sadly, because she's well balanced, she won't be able to dethrone the two "goddesses" Venus and Caroline in PvP. She is at her most useful earlier in the game for invasion and before Venus awakening, or when the player has not acquired Caroline yet. 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. Later in the game, Evelyn will probably be outshined by Amora or Astarte, although the player might still use her in niche situations. However, although not the best option, if the player really likes her, a heal team with Evelyn is by any means bad in the late game, and the player might still work around the issue.

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 teammates, destroying your nose vessels with her powerful charisma, 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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## Haley

### Availability

As a basic summon girl, Haley can be obtained from the basic summons, lucky wheels, and from memory fragment boxes, while also sometimes appearing on the Rate-Up summon banner.

### PvE

Haley is one of the very straight forward 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.

Although a sport character, Haley has some use in the Invasion earlier in the game. When the player still has not achieved Clara’s talent, using Haley will prevent one of the characters from being stunned by the Lightning boss due to her taunt, increasing the player’s chances of doing maximum damage.

### PvP

Haley is rock-solid no matter what. There is no room for RNG here: either her opponent's attacks are taunted because they are Fire/Lightning, or they aren't. Her skill is decently useful even at 1★, which is exceptional for a Sports. Since she is not as available as Amy, you will not likely see many Haley’s in PvP earlier in the game. Later in the game, however, Haley is one of the best defensive tanks due to her awakening bringing party-wide damage reduction, and her talent giving a strong buff to her HP. Her skill is also useful to manipulate enemy debuffs: by bringing lightning damage to her, Haley can handle most of the dangerous debuffs caused by lightning characters, such as stuns and damage reduction, although some opponents will counter that with a party-wide debuff. The second part of her taunt is also true for fire debuffs, and it is useful to guarantee that dangerous Fire debuffs like burn will ricochet to lower HP targets on her team.

The main problem with Haley, however, is her skill cooldown of 6, which brings her versality down quite a bunch. For example, even though she has a strong synergy with Christina due to her high HP, both share the same cooldown and one of them will have to be delayed. The same is true when using Haley on healing teams. The player has to keep in mind that some of the debuffs mentioned to be countered by Haley are also cooldown 6 and won’t be countered by her on defense. On the same note, delaying Haley will affect her buff handling potential even more. Nowadays, the 3rd position in a team is highly contested for many stronger characters, and CD6 sport characters will conflict with many of them. The weakness is neglected however, when on attack and player is sure none of the enemies need to be taunted, this way allowing for Haley to be delayed as much as needed.

**Recommended spot in your PvP team**

As attacker, delay her as much as you want 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.

**Christina** - As one of the sport characters with the most HP, Haley enhances Christina’s power quite well. Just remember the cooldown conflicts mentioned earlier.

**Katherine** - MOAR DAMAGE REDUCTION.

**Una** – Although lacking the damage of the more classic pairing of Una (Billie), Haley is also a good, more defensive option to be paired with Una.

**Counters**

**Mina** – On top of having her spell taunted by Haley, all her basic attack targets will be well defended due to Haley’s awakening passive. It is Mina’s worst nightmare.

**Tashia** – Unlike Juliana, Tashia’s basic attack is affected by Haley’s taunt, and will have her damage output greatly reduced.

**Giselle & Lilly** – Haley repels away Giselle's, and on attack Lilly’s burns, which means reducing their effectiveness by a considerable amount, if the player doesn’t use other sports besides Haley.

**Alberta** – Haley taunts Alberta's stun. Unfortunately, since Alberta has a cooldown of 6 too, it is difficult to make it consistent when Attacker Alberta is in spot 3.

**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.

**Roselyn** – Haley’s taunt will redirect the burn to other characters, usually an Art, making it much easier for Roselyn to greatly cripple their damage.

In a general way, it is also possible to use Defense Haley's taunt at your own advantage as attacker.

### Summary and overall rating

You won’t see much of the rollerblade girl in the early game, however, if luck is on the player’s side, pivoting from Amy to Haley might come with great benefits, as she is much more useful later. As her spell is useful from 1 star, and she is also good for invasion early, Haley’s early game is quite helpful as a basic Y3. Later in the game, Haley will field many regular teams with her strong awakening and talent making sure your team won’t try anything extreme without protection.

Unlike other basic summon characters which lose their usefulness later, Haley will swiftly ride her way into the late game, using her acrobatics skills to evade or catch the dangers to keep her enemies… in line. Do not let her cold personality, nor her status as a basic girl fool you. By spending time with her, the player will discover how kind, fun, and strong she is. Just keep rolling.

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## Joyce

### Availability

Joyce is currently available as a "New Girl" summon, and will soon be available in Basic Summons.

### PvE

Joyce is one of two Year 3 rarity Sports club members of the Water element. As a Sports club member, she boasts a high HP pool in return for bad Attack and Recovery. Her kit focuses more on reducing incoming damage for 2 Rounds. While Winni has a dodge which can arguably be more effective, it is luck based (with 50% chance). Joyce's kit reliably reduces damage taken for your team, although not suited for teams with more than one Element- it only applies to Water girls.

Joyce's skill has a standard Cooldown of 4. Her skill reduces up to 40% damage taken on only **Water** girls, and with her higher HP and reliable Skill, Joyce would be a better choice than Winni.

### PvP

Joyce's skill in PvP is good, although it mostly needs to be partnered with another Water girl to be effective. Like with PvE, Joyce's skill reduces damage taken by up to 40%, on only **Water** girls. With a Cooldown of 5, this can make team-building easier- she'll easily be able to slot into a heal team or a standard team.

Joyce's Awakening passive is where she really starts to shine. Her Awakening passive increases her HP by 15, 25 and 40% respectively.. this puts her near the top in terms of tanks. She's just like Alizee, without the buffs Alizee applies on her Skill.

### Counters

She doesn't really counter anything on her own.. stick her in a standard team with another Water girl. She's basically just a meatshield.

### Countered By

**Geneva** - Geneva's Awakening passive just completely fucks any Water girl.

**Giselle** - She might be Water, but regardless of disadvantage, Giselle's burn will lead to your death if it hits Joyce.

**Mina, Tashia** - Well, they also completely fuck any Water girl, including Joyce.

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## Juliana

### Availability

Juliana is a Y3 available in the basic pool, which means you will collect her fragment easily from the Basic Summon banner, in the Lucky Wheel, and from the Fragment Boxes I, III, and IV. There is no Hard node where she can be obtained, nor is she available in any of the exchanges.

### PvE

Juliana has the worst attack stat of any art character. Just like Elva, Juliana sacrifices some of her attack in exchange for HP, which means the player will see their team a bit tankier, but lower damage than usual when using Juliana in Story Mode. Her damage output after her skill is quite decent though, as collecting damage from both elements can generate high numbers with good combos. However, as the skill itself won’t do as much damage, completing the "End mission with an attack skill" star objective will be less easy than with the help of other Lightning Arts. It is still a 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 other arts do.

That being said, even if she is not as strong as her Lightning counterparts, the player will be using her quite often earlier in the game, when not acquiring an Lightning art from the Carnival, and especially if the new server was created on a date far away from the Christmas event. Nonetheless, as explained on the next paragraph, promoting Juliana earlier is not bad, as she is very useful in Invasion later on.

Juliana’s main role is the Invasion, as she carries the talent which is the primary counter for the Water boss. Her talent is essential if the player wants to dish higher amounts of damage on Invasion by avoiding being stunned, therefore upgrading her talent at least some levels is of utmost priority, just like Clara, and to a lesser extent Una and Freya, and the player will always be using Juliana there even at later stages of the game. Earlier, if the player decides that other talents are too good to delay instead of Juli’s, a team with Alberta and Evelyn might save from the stun of the boss, but as soon as other Lightning arts are acquired, Juli talent should be prioritized.

### PvP

Just like in PvE, Juliana falls behind her competition because of her lower attack stat, and because of her Recovery bond. As she has no buffs outside her talent, Juliana’s role as an art is to be the carry, however, her skill is lackluster, and on defense can easily be countered by havning no waters on the attacking team. Even, on water, her 1.5x multiplier is low for nowadays arts standards, and only ads to injury on Juliana’s low attack stat. Outside of invasion, no character causes the Fear debuff yet, therefore making the talent useless outside of a small buff to lightning characters at higher levels, which is much worse than other attack increasing talents which usually are not element locked.

Juliana’s only good point for her damaging role is her awakening, which greatly buffs damage instead of attack, takes a good advantage of attack increasing buffs handed to her. With the right composition, Juliana might survive to hit a buffed spell twice in the battle, causing havoc to her enemies. Still, even if the awakening brings Juliana back a bit to her competition, the player is still suggested to spare lightning stones for better characters, as those will work better in general compositions. In summary, the player might use Juliana a bit during the early-game, especially vs the many Elvas, but will quickly leave their teams later.

The only main point the player would prefer Juliana over the other Lightning characters is when dealing with Haley. As Haley protects water characters extremely well vs other Lightning Arts, Juliana’s skill is the best way to deal with those wind-water teams. Therefore in the niche case where most of the player’s adversaries are fielding Haley teams, Juliana might save the day.

**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**

**Christina** - Since Christina extends the battle by regenerating health, she helps an awakened Juliana to benefit from her passive for longer.

**Amora** - The good cop and the bad cop. Similar to Christina, Amora's healing helps stall the battle for longer. Also includes some decent attack buffs.

**Zoey** – Her new addition to the squad, enemy teams will prefer to field teams with water characters to deal with Zoey’s damage reduction. Juliana is here to punish this mistake.

**Giselle** – Both loves extended fights, Giselle will help deal with Wind characters that might come into Juliana’s way. Also, Giselle’s innate tankness will help survive longer.

**Kaia** – On the list of best attack buffers, here comes Kaia. With her huge buff, complements Juliana’s awakening very well.

**Billie** – A whip already does what Juliana likes to do… but a bat may also help. Billie brings both good survivability and good attack buffs. A very nice sport character to pair with Juliana.

**Summer Ladies** – Not the best buffer for Juliana, as she also buffs damage, but Juliana can fit well in a SL/Violet team.

**Kirara** - Beginners might want to use Kirara to potentially boost Juliana's skill damage. But try to stick to year 3 characters as much as you can.

**Counters**

**Haley** – Seeing a Haley on the enemy team trying to protect some waters surely brightens the day of any Juliana user. Contrary to Mina and Tashia, who get really screwed by Haley’s taunt, Juliana’s spell completely ignores her taunt, and assures chaos on the water characters. Time to punish someone for roller skating outside the gym.

**Elva** – Frequently seen earlier in the game, if the player manages to field a team with Juliana with as many stars as Elvas, a good advantage is assured. However, this is not easy to happen as Juliana is less available than her. 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.

**Winni** – Most of Juliana’s damage is focused on her spell and won’t be dodged. Juliana already deals with Heal teams, but especially ones with Winni will have a hard time against her.

**Lucy** – The pâtissier will try to keep your team close to half health to burst it down. That’s the threshold you want your awakening to hit her with all you got. If she fails and you fall below half before she casts, her damage reduction will nullify some of your awakening, but she is still Water and should still take a good punch.

**Countered by**

**No Water** – Unlike Elva, Juli won’t evade hitting Wind characters if Water characters are not found on the enemy team. Also, her spell has a much lower scaling compared to other art characters when not hitting water.

**Maeve** – Anything non-water with damage reduction should have an easy time dealing with Juliana. In special, Maeve may also silence Juliana’s spell, which is her main source of damage.

### Summary and overall rating

Overall, unless dealing with Haley, the player will most of the time be using Juliana in PvE. Although not very good in PvP, upgrading her earlier will never be wasted, as how much she is useful in Invasion. Earlier in the game, Juliana gives you some advantage over Elva if managed to evolve quickly but sinks like an anchor later in the game. Overall, a weaker art character, but still does her job as a lightning art if built with the right composition. The player is always advised to look at the other lightning characters, however, as they are stronger and useful in a wider range of scenarios.

Juliana on the meta has gotten quite outdated, but if you dare call 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 ( ~~and maybe after some buffs~~ ), that will be your opponents, and they shall know true pain.

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## Katherine

### Availability

Katherine is available in Basic Summons, Drop Rate Up (Event) Summons, Lucky Wheel, Secret Store and in Fragment boxes.

### PvE

Katherine is one of the 3 Year 3 rarity Literature club members of the Water element. Katherine boasts high Recovery, okay attack and low HP. Her kit is mainly aimed at damaging the enemy over time, while providing a high Recovery stat. While she has a high Recovery stat, she does not utilize it to heal your team- instead, she uses it as damage against the enemy. At 5 stars, her skill deals 5x her **Recovery** stat for 3 Rounds, while also decreasing the enemy's Attack by 20%. This is useful as a defensive skill, while simultaneously dealing damage.

### PvP

With Katherine being a Literature, this would usually limit her to only being in a heal team. While this is viable, she is also viable in a standard team, due to her damage over time only being based off **her own** Recovery. She deals 1.7x her Attack on one enemy, on top of 0.13x her Recovery stat for 6 Rounds and reducing enemy's Attack stat by 20%. This is useful in a heal team and in a comp consisting of two Arts, Katherine and Vivian.

Katherine's Awakening passive gives Katherine a heal-over-time for 8 rounds- healing 0.2x, 0.3x and 0.5x of her Recovery respectively. While this isn't a game-changing difference, this can give your team a small boost.

### Synergies

**Vivian, two other Arts** - Both Vivian's and Katherine's skills are scaled off **their own** Recovery stat. Vivian provides a team wide shield and buffs your entire team by 20%, while Katherine reduces the enemy's attack by 20% while dealing damage over time. **Do note that this team is only viable after Katherine and Vivian are Awakened.**

**Saika** - Saika's Talent boosts Literature characters, benefitting Katherine.

### Counters

**Standard teams** - Especially when paired with Vivian, Katherine can reduce the effectiveness of the enemy by reducing their Attack by 20%.

### Countered By

**Camille** - Her Passive skill at 7 stars and 8 stars invalidates the "Attack Decrease" effect, one of the main components of Katherine's skill.

**Geneva** - As with any Water character, Geneva's passive will decrease Katherine's normal damage significantly.

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## Lucy

### Availability

Lucy is a Y3 available in the basic pool, which means the player will find her in Basic Summons, in Lucky Wheels, and in Fragment boxes. There is no Hard mode level where she can be obtained, nor is she available on 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.

Feel girls compare to Lucy as far as Water girls come. She is one of the best you can get when it comes to Water Science, and she will help you in dire situations in later Story chapters.

For Invasion, avoid using Lucy at all costs. As the boss effectively has no HP, Lucy’s spell is useless.

### PvP

Lucy is quite a complicated character to use in PvP. 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. Lucy is usually appreciated to deal massive amounts of damage to the opponent by using her along Arts. 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. The best way of using Lucy would be to have her cast her spell before the enemy HP falls below half, therefore, the player must know their composition and \_also\_ their matchups very well, and this requires a good amount of knowledge in the game. For example, Lucy won’t be effective for buffing Arts that deal high amount of damage on the first round, like Iris or Mina.

Another issue, particularly 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 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.

After Awakened, another role opens for Lucy, which is of a high damage Science (A bit like Alberta). Her Awakening gives a huge boost to her spell damage (still lower damage compared to Arts, keep in mind), while also giving a good buff to allied spells. It is quite effective with characters that use their spells as most of their damage like Violet or Juliana. Using Lucy on a high damaging composition like this might be challenging given her spell but can be very rewarding in the right scenario.

**Lucy or Harlee?**

Very often compared, both Lucy and the plane girl have the same debuffs. However, Harlee exchanges some of her power on the debuffs into ease of use. Unlike Lucy, Harlee has no HP threshold or any other conditions for using her buff, which makes her much more versatile. On the other hand, if the player wants the maximum out of their debuffs, it might be preferable to stick with Lucy instead. Lucy might also be less desirable for buffing Water arts due to Harlee’s Awakening.

**Recommended spot in your PvP team**

Always position 3, save for some rare cases where the player prefers damage reduction.

**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.

**Violet** – Not the best debuffer for Violet, but if no one else is available, Lucy might do the job. Remember most of Violet’s damage comes from her spell.

**Joyce** – The damage reduction part combined with Joyce might bring some good tankness as last resort in a fight.

**Kaia** – If the player can fit a sport character into position 1, Kaia and Lucy might bring amazing damage buffs for the art character in position 4. It might be hard to maintain enemies HP above half after Kaia’s spell, however. Remember, when adding other buffers with Lucy, make sure the buff is not locked into Art characters as Lucy also has decent damage herself.

**Counters**

**Winni** – Lucy buffs what Winni hates. Buffing spells will be an effective way to deal with her dodge. No swimming after eating, Winni.

**Amy** – Likewise, focusing your damage on spells is a good way to deal with Amy’s reflection.

**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. Your knowledge will be put to the test here.

**Countered by**

**Geneva** - Oh boy… you will hate her. Most players remember Geneva’s Awakening counters Water characters, but they forget that the debuff is doubled against Science characters. It is usually not very useful, unless your name is Lucy. And in this case, **it is**. F\*ck you in particular.

**Grace** – Playing with Lucy is all about playing with spells. Grace loves when most of the damage on the other team come from spells.

**Juliana** – Maintaining the enemy close to half health will activate her awakening to burst you down. Even if you choose to use your damage reduction, you are still a Water character, and Juliana will surely punish you for trying that.

### Summary and overall rating

Amazing for PvE, quite useful for PvP if used correctly. However, by the time Lucy gets effective, the player will most likely be using their awakening stones on someone else. Regardless, later in the game, Lucy may find a spot-on team looking to burst things down. If the player really loves Lucy, awakening her can be of good use, even if not much seen in the meta herself.

Ara ara... Lucy is so caring that you will beg her to stop stuffing you with pastries. Just as sweet as her dishes, Lulu would love some help in the kitchen, or even to help her in competitions. You will be so astonished by how quickly she cooks, as it looks like a hurricane preparing everything at once. Just remember to go elsewhere to eat. The pâtissier doesn’t like that some things are done inside the kitchen.

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## Una

### Availability

Una is a Y3 available in the basic pool, which means in Basic Summon, in wheels and fragment boxes. You can also obtain Una fragments in a feel stages on Hard Story Mode, although the progress will be very slow. Although Una is available in the Monthly Carnival it is strongly advised to ignore that, and always go for the Carnival exclusive characters. A F2P player or a mere VIP3 cannot expect to evolve Una to 5 stars 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 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.

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 which has relatively stronger stats. Another option would be to use Katherine if the player has her better evolved. However, the player must keep in mind that both of those alternatives do not have a skill that heal allies, and they will solely depend on healing runes. That being said, Una will most likely remain the best option for Water Literature character to be used in later story stages.

In Invasion, Una is one of the four characters essential to be used in Invasion, as her talent strongly counters the Fire Invasion Boss. Although Una’s talent is not as essential for invasion like Juliana or Clara, because her talent only protects two characters and still leave the player damage to randomness, it still advisable to the player to consider Una’s talent rather early, to improve their damage on the Invasion boss.

### PvP

Una’s role in the meta came to light with the addition of her awakening, and most importantly, with the recent additions of many strong Sport characters with CD6, therefore leaving the CD5 role open to a more supportive character. When the awakening is unlocked, Una fits the role of an attack buffer for her team. The awakening, despite a lower number than usual, is locked into Art characters, and it is a good 12 rounds. That on top of her skill affecting all characters gives a substantial buff in attack stat for her team.
Her healing role is also not to be underestimated. Una has a good potential to stall fights through her healing, helping other characters who prefer those. Just keep in mind her healing is not applied to damage over time, such as Burn or Poison. A good example of a character who makes great use of Una’s healing on a team is Billie.
Although all of them are Water literatures, Una shall not be compared in PvP to Caroline or Katherine, as their roles are very different. Katherine is focused on increasing tankiness by reducing enemies’ attacks, while Caroline is focused on healing teams. Although Una is a literature character, her healing is boosted by the characters’ damage, and not recovery. Therefore, the player should avoid using her on healing teams, and keep her option for the usual Art buffing character.

**Awakening passive**

Awakening Una is mostly needed when the player wants more damage buffs from her. It becomes strong at awakening level 2 and 3. 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. Usually, the player would prioritize their arts awakening, and leave Una for last.

**Una vs Kate**

With Kate’s rework, Una and Kate’s differences became much clearer. Una focuses on earlier healing, and highly benefits from high spell damage, while quite still working with bonkers, while Kate works excellently with bonkers, but has no benefits for spells. Una is much more versatile and will work with many different compositions, while Kate will need a more specific composition. It also helps Una that her healing works too with damage buffers, while Kate is limited to attack buffers. The lack of damage buffs for Kate also does not help her and limits her to more Lightning centric teams. Overall, while looking for someone to buff heal through attack or damage, the player will find Una a better option than Kate most of the time, except on teams heavily focused on attack buffing and Bonker Arts.

**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 bonker (Basic Attack focused) Arts, you should rather place Una in Spot 1.

**PvP synergies**

**Billie** – Una’s classic partner, they are often found together in teams of more experienced players. Both stall battles quite well through their healing and help each other survive. Coupled with both having strong attack buffs, the team becomes a good mix of sturdiness and offensive power.

**Spell focused Arts** - They have a straightforward high skill damage output, so their attacks might drain a good amount of HP with Una's buff.

**Alizee** – Another good option of Sports CD6 to fit Una in. Again, both of them increase both defensive and offensive power, making it an scary combination. However, this variant works better for Water/Wind teams.

**Haley** – A similar option to Alizee, but with a much stronger focus on defensive power in exchange for offense.

**Amina** – Although her poison does not benefit from Una’s healing, it does benefit from Una’s multiple attack buffs and from Una’s stalling potential. The buffs also synergize very well with Amina’s awakening at later stages, which buffs her damage.

**Halloween Witches** – A reminiscent of older metas, HW is one girl who might work with 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, and the team will probably like tank power.

**Bonker Arts** - Since their main damage output is more focused on their next regular attack, they may accompany that regular attack with a big HP drain. But that requires Una to be placed in Spot 1. Not as good as Kate for healing in these cases, but it might also work.

**Counters**

**Healing Teams** – Una excels on fighting healing teams through attrition rather than burst damage. By having Una on their team, the player can field teams that can out-heal healing teams’ lower damage, while out-damaging their healing.

**Damage over Time** – Una’s healing helps mitigate burn, poison, and other overtime effects on her team.

**Scarlett** – Una’s healing is not dependent on her team’s recovery and won’t be affected by Scarlett’s debuff.

**Amy & Grace** – Damage reflection will be somewhat mitigated by Una’s healing.

**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 teammates can even drain HP.

**Geneva** – A good example of damage mitigation, decreasing damage will lower Una’s efficiency overall. Geneva in special further decreases damage from water characters, which are frequently paired with Una.

**Clara & Ruby** – 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 an essential character for PvE and invasion, while also a solid addition to PvP later in the game. The player will mostly be evolving early for her role in Invasion and won’t be wasting their resources as she can also be fielding on strong teams later. Her role for stalling battles is very valuable for some characters while also having good synergies with the strong Sport characters available in the meta now. Her potential to deal with Healing teams quite easily also brings a valuable option for players that already want to upgrade Una in the mid-game.

Not a cowardly member of a royal family, Una will be the one in front of her team, leading her partners to glory, not through sheer damage, but through good supportive tactics. Help her lead the teams against the infected (and maybe if you help her escape her annoying royal duties for a while) you might find yourself becoming good friends. Who knows what an alien girl has to offer? You might be surprised.

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## Venus

### Availability

Venus is a Y3 available in the basic pool, which means in Basic Summon, in wheels and fragment boxes. Another option for acquiring Venus fragments is the Treasure Hunt. You can also obtain fragments in a few Hard nodes in very late Story chapters, 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.

For Invasion, Venus is very useful in the early game, when the player does not have the essential talents unlocked yet for every Invasion boss. Specially for the Wind Boss, Venus is very useful, after unlocking Freya’s talent, as even during the mid-game some healing is essential to survive until Round 40. Venus may also be used together with Alberta for her cleansing, helping to survive against other element bosses while avoiding their crowd control effects.

### PvP

Venus, together with Caroline is a cornerstone of all heal teams. If you want to build one, Venus is essential to add in it. She may not heal as much as Caroline or Astarte, 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 explained 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 bot teams, or when used incorrectly in a general way. Although, her cleansing effect is very strong, it is still very suboptimal to use her with characters without high Recovery. 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 Venus, it would be that she can only shine in a heal team, therefore requiring specific teammates. 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.

**Evelyn vs Venus**

Venus and Evelyn are both cleansers, and both have basically the same spell and talent, so why is Venus core on a heal team over Evelyn? The secret is on their awakening passives. While Venus has an awakening that strongly buffs her recovery, Evelyn’s awakening is centered around general teams, buffing Lightning damage, and is useless for healing teams. Therefore, the player should always prioritize Venus for heal teams over Evelyn (when not using both). While her skill is strictly identical to Venus conceptually, Evelyn has 0.1 higher scaling, which is why the player should use Evelyn before Venus when using both in a team. It is important to notice that \*without Awakening\* Evelyn has higher recovery than Venus at the same promotions and evolution, and therefore is 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.

**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.

**Margaret** – The Sport character with lots of Recovery may be a good addition to a heal team. In addition, having a Fire Sports helps Venus benefit more from her talent.

**Winni** – Often seen in a heal team, Winni’s dodge helps the healing team to stay alive until the next healing rotation. The team will be much weaker to spells, however, as Winni’s HP is very low compared to other Sport characters.

**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.

**Stuns** – Venus can be strategically used to cleanse crowd control, unless the debuff lands on Venus herself. That allows one to protect girls from paralysis or silence with more critical skill effects (such as Caroline's), while only risking Venus's healing+skill damage.

**Flora & Scarlett** – Venus makes recovery decreasing debuffs 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 beforehand.

**Damaging debuffs** – Venus can cleanse burn and poisons with ease, effectively reducing the damage output of characters like Giselle and Amina, unless they flood Venus with debuffs beforehand.

**Damage increasing debuffs** – Trying to burst Venus’ teams by decreasing their defense might backfire if Venus cleanses these debuffs.

**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.

**Debuff Flooding** – Characters like Geneva, Lucy or especially Summer Ladies help against Venus. She 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.

**Una & Kate** – Those girls are specialists at fighting heal teams through attrition, allowing art characters to out-heal the healing team’s damage.

**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** – Girls who specialize in burst teams using buffs instead of debuffs are a good counter to healing teams using Venus. Good examples are Flora (After Awakening) and Kaia.

### 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, and good 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. However, if the player does not plan to build a dedicated heal team, they may refrain from upgrading her more than necessary, as Venus won’t be much needed in Invasion during the late game, and Story missions will already be completed.

There is a gorgeous, intimidating but shy divine beauty cultivating her knowledge and cute awkwardness in the library. She is very shy at first, but if you listen to her story and empathize well, she will protect you with all her heart. You can study together, and she will always cheer and care for you. Nobody has a bigger heart than Venus in this university, always wanting to give and give, but never knowing how to receive. Remember that, as any minor affection makes her blush. If you get close enough, you might break Venus out of her chains, and help her learn that she deserves just as much love as she gives to others. (~~Or maybe you just wanna keep her chained, who knows?~~)

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## Vivian

### Availability

Vivian is a Y3 available in the basic pool, which means in Basic Summon, in Lucky 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.

In Invasion, Vivian can be used as a buffer for attacking the Lightning boss, and sometimes other bosses too, acting as the non-elemental buffer allowing for the other characters to not be stunned.

### PvP

Vivian as a Y3 carries the role of enhancing the teams’ power, especially Wind arts, while also bringing a little bit of tankiness with her shields. Vivian’s role can somewhat fit of a weaker Flora, and fit very similar team compositions until the player can eventually pivot to a stronger version. Overall, Vivian will work on general comps as a supporter, however, much of her power comes from her Awakening in this role, and the player will only see her strength later, after Awakening levels 2 or 3.

In the early game, Vivian should not be used most of the time, as her availability is lower compared to other basic Y3 characters like Elva or Amy, and her spells without Awakening are not that strong.

On the defensive side, Vivian’s role is good but not as strong as other proper defensive characters. Her shielding skill, while somewhat good to decrease early rounds damage through her awakening, are mitigated by the fact as a Literature, using Vivian on the player’s team will lead to less HP than a Science unit. Her defensive side can be mitigated using some of her synergies however, explained later, but if the player wants to use Vivian for her defensive spells, it should have in mind that the versatility will not be as high.

Despite being a Literature character, Vivian works mostly as a buffer supportive unit. Trying to use Vivian on a healing team sounds like a good idea at first, but not as good as a proper healing team for 2 reasons: 1) Vivian does not depend on the team’s recovery for her shield, and 2) On a proper healing team, other units will heal more than Vivian’s shield can provide. Therefore, Vivian should be left for the more general compositions.

**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**

**Saika** – While not the best damage found as Wind Arts go, Saika provides support for Vivian through her talent, increasing recovery and therefore, increasing her shielding power.

**Katherine** – Another bread-and-butter synergy of Vivian, Katherine’s awakening couples with Vivian’s will give potent survivability vs burst teams. After the initial rounds, both will continue their defensive abilities with Attack reduction and shielding. This defensive power is strong enough to run a team without Sport characters.

**Luna** – As much of Vivian’s offensive buffs are locked to Wind, Vivian will work well with Wind Art characters like Luna. The same might be achieved for Camille, however the player will have to delay Vivian if they want to buff her empowered basic attack.

**Amina** – Another Wind Art, as most of her buffs comes as Attack buffs, every Vivian buff will increase the power of Amina’s poison.

**Venus & Caroline** - 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.

**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.

**Counters**

**Mina** – As an area of effect shield, Vivian can surely mitigate some of early Mina’s damage, as she will always be hitting shielded characters.

**Burst Damage** – Vivian can help mitigate damage, especially before the first spell rotation. That might work better only with some of her synergies, however.

**Countered by**

**Fire Characters** – As a good part of her buffs are element locked to Wind, Vivian teams will always have at least two wind characters for max potential, leaving the team more prone to Fire damage.

**Flora & Scarlett** – Decreasing recovery will drastically reduce Vivian’s shield power. Especially, Flora will bring lots of burst damage on top of the decreased shielding.

### Summary and overall rating

Vivian is usually not very seen in the early game, and for PvE there are better options. Later in the game, Vivian might shine as a buffer, but will mostly be outshine by Flora. She is also used by whales who can afford awakening her to the maximum. So overall, she is only averagely useful. As for PvP, players will usually avoid using her entirely, unless they really like the character or any of her synergies and want to use them at all costs. In this case the composition will fall off later, but it is by no means a weak team.

There is only one truth: Vivian is a cute idiot who has 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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## Winni

### Availability

Winni is a Y3 available in the basic pool, which means the player will find her in Basic Summon, in Lucky Wheels, and in fragment boxes. There is no Hard node where she can be obtained, nor is she available in any of the exchanges.

### PvE

Winni is terrible in PvE. She has the lowest HP of all Y3 Sports: about 10% lower than average. 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 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 enemies' regular attacks, but not their (powerful) skills. It can be even more troublesome in later Story chapters where enemies unleash skills more often, if not each round in some stages, making Winni's skill way less effective if not entirely useless.

If you have the option to use another water sports instead of Winni, they surely will bring way more HP as well as a rock solid, as well as more reliable skills. Winni is therefore the worst possible choice for PvE when it comes to Water Sports, however, the player will most likely having to get used to her, as it is not advised to get characters just for Story mode. 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.

In Invasion, like most other Sport characters, Winni should be avoided at all costs unless it is very early in the game when no other Y3 water characters are available, and the player can use some HP to survive and deal more damage.

### PvP

Just like in PvE, Winni goofs off with randomness in PvP, 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 contrary 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, particularly their spells, if they want to minimize the odds to lose due to bad luck against Winni's dodges. But they may also decide to brute force 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, which is why the player should always use Winni on Position 1 if possible. 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, you can find yourself in two different situations:

1) You want to win the matchup without risking being 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 (probably because your other teams would lose anyway), in which case you will attack (and lose) until Winni blesses you with an insane number 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 can 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 Awakening is another RNG asset and will not guarantee 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 as some other awakening buffs, the only good point is that it is not element locked. 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 to be relied on, and should be one of the last passives to be upgraded on the players’ team.

**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** – One of the classic Sports for heal teams, 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 Winni and Grace make you able to reflect skills while dodging regular attacks, which multiplies the potential threat to the opponent team.

**Maeve** – One way to help Winni deal with ability damage is to just get rid of them. Characters like Alberta, Lilian, and Maeve can disable enemy spells. Of course, it all brings more randomness. Maeve is mentioned as the main one because her spell also decreases damage, which fits the next synergy point.

**Geneva** – Using damage reduction helps the team survive the spell rotation until Winni can cast. Character’s like Geneva reduce incoming skill damage.

**Counters**

**Camille** - Winni is the ultimate bane for bonkers, who carry most of their damage output in their buffed regular attacks. Specially, un-awakened Camille when dodged wastes a lot of potential, since her skill deals little damage. However, unlike other bonkers, Camille can be put in Position 3 to counter Winni dodge, so be careful.

**Other Bonker Arts** – Similar to Camille, other Arts like Iris, Tashia, and to less extent Kaia, and Louisa have trouble dealing with Winni. Different from Camille, all these characters have cooldowns lower than 7, so when enemy Winni is in Position 1, there is nowhere they can be put to possibly avoid her dodge.

**Other Arts** - The effect against other Arts is way less significant than bonkers, but Winni remains decently effective against those.

**Countered by**

**Amina** – She doesn't care about Winni's dodge. Amina is mostly about slowly melting teams away and the more Winni delays the fight, the better for her. Giselle can be used in a similar way, but the burn might deal less damage than expected as Winni has low HP for a Sport.

**Lilly** – The mecha girl already has plenty of damage herself, but her awakening greatly boosts her spell damage, on top of also burning the target to guarantee her damage even if Winni can dodge her attack later.

**Violet** – When thinking about a character with a huge boom for spell damage, Violet will always come to mind.

**Mina** – When awakened, her basic attacks are divided into many characters, each having their own randomness. This makes Mina’s damage output vs Winni much more consistent than other Art characters.

**Burst Damage** – Remember, Winni has low HP. A team using Winni as their sport may be subject to be nuked before Winni can start to dodge stuff.

**Lucy** – The pâtissier is here to transform all her damage carries into more spell focused carries, making Winni’s life much harder. No swimming after eating, Winni!
**Juliana** – The most spell reliant Lightning art who loves to see a water character on the enemy team. Juliana is here to punish whoever keeps this floor wet and slippery.

**Christina** - She doesn't care about lose her balance on the wet floor; she is already drunk! Since Christina deals very little damage with her regular attack, she does not care about dodges. On the other hand, she will deal huge damage to Winni with her skill.

**Clara & Ruby** – Those characters can clear up to two/three of Winni's dodge buffs, greatly diminishing her efficiency. In special, Clara is prevalent in Burst teams.

**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.

**Delayed 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 number 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 shouldn’t resort to that too much. Despite being strong on the mid-game, especially on servers where most players went for Camille as their Treasure Hunt units, her usefulness fall later when players are more experienced with her dodge and have a wider arsenal of spell damaging art characters. Her PvE sucks though, and the player should use other sport characters on story mode if available.

Ready your swimsuit, your mop and sweep the salty tears that splash abundantly over the edges of the swimming pool of RNG, or maybe don’t and let Camille slip there so she can’t hit you. 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 it will open a door for a new relationship, just like a doorknob.

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## Zoey

### 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 ineffectiveness 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 absolutely 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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# Other Year 3 Girls

## Clara

### 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 as long as you get a good spot in Arena considerly 1-10 you should be able to 5\* Clara in less than 6 months.

### 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 front loaded 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.

### 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.

### 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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## Flora

### Availability

Flora is only available through the Memory Fragment Exchange shop. At 500 Memory Crystals for one Flora Memory Fragment and 600 Memory Crystals for 1 awakening stone, limited to 2 a day, Flora is a long term, mid to late game goal. Remember, 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. Due to the Awakening Stones limitation, Flora takes at least 440 days to Awaken, unless the player is willing to spend on her packs.

### PvE

Flora is excellent in Story Mode. She has a very important spell that changes runes and saves the player from bad luck. Sharing this ability with Halloween Witches, Flora is the preferred choice as a literature character helps much more than a science character in story mode due to their high Recovery stat buffing healing runes. Overall, solid choice as the literature characters against Lightning stages.

In Invasion, Flora is one of the essential characters in the late game. Her awakening buff is too strong to pass on even for another Art character.

### PvP

Before awakening: Not much to discuss here. There's pretty much no reason to use her over a different character to fill her niche, using arts characters or science to disable or do more damage against healers essentially fulfills the same job as Flora but better.

Post Awakening: Flora is arguably the best buffer the player can obtain in the late game. Her monstruous numbers in the awakening, coupled with her talent which gives absurd amounts of stats, makes Flora a very scary unit to fight against. Her main role is to fit in burst teams. Although Flora already has a decent buff for other elements, she is at her best when coupled with a Wind Art character, where the player can achieve some of the highest damages in the game. The damage buffs are so strong that the player might find it viable to run four Wind characters, which might even beat unprepared Fire teams. The awakening also has plenty of turns to make the player feel more than comfortable about positioning. Although a Literature, Flora does not suffer from the same weakness, as her talent gives her enough HP to match Science characters, giving her team unexpected resilience. On top of buffing her allies, Flora also gets enough Attack damage herself also from her talent, packing a punch also much higher than expected from a Literature character. Lastly, all Flora’s buffs are in the form of Damage amplification, meaning characters with Attack buffs will synergize well with her as both buffs stack multiplicatively. Tip when positioning: Flora is on the team only for her awakening, her spell is useless most of the time, meaning she can be positioned wherever the player has an empty slot.

Although looking very strong, Flora has a few weaknesses. Her main weaknesses being that her stronger buff is locked to Wind, meaning that Fire characters will have an easy time locking Flora’s team down. Fire characters with a niche to deal with Wind in particular, such as Zoey and Freya are the players’ best choice here. The player might be careful limiting themselves to only Fire arts though. As of now, unlike other elements, no Fire Arts deal additional damage to Wind characters, meaning the player might even succumb to Flora in the late game by using them. Flora’s second weakness, although a small one, is that being limited to damage buffs makes her less optimal with characters that prefer attack buffs, the best example being Amina.

### Notable Synergies

**Luna** – Flora’s bread-and-butter, Luna covers Flora’s main weakness very well. By transforming one character into Lightning means Flora will probably have one less Fire character to deal with it. Luna is the main reason Flora’s teams can run more Wind characters than usual and not care much about 4 Fire teams.

**Camille** – Another good Art character, although better used outside the 4 Wind team this time, we have the sword master. Pairing Camille with Flora adds for huge damage on her buffed basic attack. Just remember to leave Camille in position 4 for the best use of Flora’s buffs.

**Saika** – Another option for buffing, although not as strong as the other two. Saika can be used in the team when the player aims for 4 Wind, as they usually won’t have both Luna and Camille so soon.

**Other Burst Art Characters** – Flora’s damage buff is cut in half when not using Wind Arts… or should I say, “is not doubled”. Flora’s awakening is strong enough to be used with non-Wind characters.

**Summer Ladies** – The best character to hunt down Fire teams and one of the strongest glass cannons. The monster duo will help Flora deal with her weakness.

**Alizee** – Although the team will most likely end with 3 or 4 Winds, using Alizee will further buff both Flora and the other Wind characters.

### Counters

**Bonkers/Late Round teams** – No matter how much resilience the enemy team has, Flora will most likely brute force her way into any defensive barriers imposed against her.

**Healing Teams** – Once laughed at by Venus and Evelyn for having a joke of an Anti-Heal ability, nowadays Flora can easily destroy healing teams even before they start their heal battery. Dead can’t heal.

**Lightning Heavy Teams** – Flora’s best synergies all have bonus attack vs Lightning characters, meaning she has an easy time dealing with them.

**Disables** – Flora doesn’t care about disables; it is even better for her team if she is the one catching the stun. She is there for her awakening; her skill is useless.

**Una/Kate** – Again, dead can’t heal.

### Countered By

**Freya** – Freya was just buffed so the player can have an answer against Wind teams. The goat was already a niche character to fight Wind Heavy teams, but after her buffs she can just roll over them.

**Zoey** – The gymnast also has plenty of Wind damage mitigation to nullify Flora.

**Anything Fire** – Flora’s best bet is with Wind Arts. Fire characters in general will have an easy time against her.

### Final Thoughts

The musician requires a lot of investment which one might want to put towards regular awakening stones instead, especially earlier in the game. But if you were to get her to 7\* awakening or higher, she becomes a monstrous buffer that has little to no equal in the whole game. Flora just makes a burst meta by herself, and no player with a proper team will be able to match her when she is paired with one of her synergies. Just using Fire without a plan will not work and Flora will easily bring her player to plenty of wins.

For long forgotten, so long have Flora lovers waited. Her awakening is here and is meta-defining. At first, she looks emotionless and cold, but plenty of reward comes to the players that spend time with her. Not just reward in wins, but plenty of love too. Flora will sing the melody to melt your heart and to bring much fear in the ones of her enemies in the arena.

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## Kate

Important! Kate has been buffed recently and her review has not been updated.

### Availability

Kate was available during the 3rd Anniversary Event and (we assume) she will be available every year during Project QTs anniversary events, which happens in July 22nd. Kate is only available with Anniversary Tickets on her banner, so the player should be prepared to spend some gems on her banner in case they want to evolve her to five stars in only one event.

### PvE

As a literature character, Kate can be used on lightning comps for PvE. A combination of increasing damage while also providing precious healing runes gives her a good spot as both buffer and saving the player on high damage stages.

### PvP

In PvP, Kate's role is of a buffer, granting more damage for Lightning Characters and granting draining effect for basic attacks, which sadly she fails miserably. Her nature of buffing damage and granting draining effects naturally causes her to be compared to another character, Una, as both characters occupy very similar roles on a team. While both have CD5, are literatures, buff damage and granting draining effects, Kate is limited to only basic attacks, while Una works with both attacks and spells. Kate's draining effect gives a duration of 8 turns, and while it usually more comfortable to use some heavy basic attack reliant arts like Tashia or Camille, Una can basically do the same at higher awakening levels, while also granting the draining effect for spells. Both Kate and Una's draining effect are also 30%, which also makes it difficult for the player to choose Kate. When comparing the damage, while non-awakened Kate has an edge over Una with 30% over 15%, at high awaken levels Una's damage buff is also increased to 30%. The fact that Una's damage for all characters, and her awakening is granted for both water and arts also makes it difficult to choose Kate, who only buffs lightning characters. One small point Kate has over Una is that her talent, Release Potential, may increase damage for all characters, while Una's talent only works for water characters. This is unreliable, however, as the characters buffed by her talent are random. Una's talent is also useful in Invasion, which the player should also consider. In the end, the only good point for Kate is her awakening, which increases enemies damage taken to lightning characters. The buff, however, lasts only 5 turns, making it very underwhelming.

### Notable Synergies

**Tashia** & **Mina** – When thinking about someone that is both lightning and has stronger basic attacks to buff, Tashia and Mina both comes to mind.

**Juliana** – Although not strong like the ones above, Juliana also benefits from Kate's spells. She is also Kate's Health bond.

**Billie** – Since Kate is CD5, and mostly likely will be used in a full lightning team, she needs a non CD5 sports with her. Billie can fit in this hole.

### Counters

**Water Teams** – Kate pairs well with lightning characters, making her a good choice to go all in on someone using water teams.

**Heal Teams** – Just like Una, Kate is an option to deal with heal teams. An all lightning team is also decent against heal teams as Caroline is always present.

**Christina** – This one can be tricky. Christina's mantra has trouble against lower HP teams and healing. Her awakening, however, will mostly likely cause Kate's team to lose before they have a chance to use their draining effect.

###  Countered by

**Anything with damage** – Kate's drain effect will only come into play on the third rotation, after spells have been cast. Any team with reliable damage should be ending the match by then.

**Haley** – Since Kate will tend to have many lightning characters with her, the player should try to counter that with wind characters. In special, Haley can taunt lightning basic attacks to reduce their damage.

**Winni** – If the player ever finds themselves in trouble against a team with Kate and no proper lightning characters, dodging the basic attacks will help nullify the draining effect.

### Summary and overall rating

Kate's viability is very hard to justify. She is one of, if not the worst Year III character in the game. Although the campus' security has quite a decent role in a team, Una can do anything that she does but much better and with more versatility. Both her role as a buffer and healing are outshined by other Year III characters. Even the scenarios where she is good, will be in a single element team, forcing the player into a disadvantage in Defense. It is recommended to avoid this character until a rework or buff is announced. If you really like Kate's mature appearance and her secure (hah!) and caring personality (or maybe if you like cameras?), the character still has a role, but be very aware you will mostly be falling behind the competition.

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## Nova

### Availability

Nova was the new girl for the 4th Anniversary Event. It is assumed that she will be available every year during the Anniversary in July/August.

Nova’s availability is quite bad. On the bright side, she is cheaper than a new character available through Step-Up events, which is good news for players that like to spend gems on new characters. The downside, however, is that she is only available with gems, so players who are not fond of spending gems on new characters will have no other choice in this regard. Remember, Anniversary characters are not available through Event tickets like seasonals.

### PvE

Nova is amazing in Story Mode. She has extremely high Attack stats, even for an Art character, while also bringing a skill that does good damage and changes the rune board. Therefore, Nova has everything a player needs to have a good time through the stages.

In Invasion, Nova is also amazing. Packing the highest Art damage in the game, Nova will sure do plenty of damage. Moreover, if positioned properly, she has a chance to stun the Invasion boss and cancel its disabling spell, which in turn will increase the damage of the team further. This makes a great difference for the Wind Boss as Freya’s talent only affects two Fire units.

### PvP

Nova is one of the best art characters to be found for PvP. Her role in a team is to burst enemies down and she greatly excels at it. Packing the highest Art character attack stat in the game while also having an early cooldown of 5, Nova hits like a train before other teams have a chance to react. Her awakening buffs both her spell and basic attack allowing for the player to have more versatility with Nova’s positioning. For some battles, it might be more useful for the player to delay Nova so they can be able to buff her to do absurd amounts of damage with her spell. This does not come with a downside as the player will be neglecting the disabling part of her spell. Speaking of which, Nova has a secondary role of a disabler in a team. Her disable has a very low chance of hitting a desirable character compared to other disabling units like Alberta and Lilian, however, and should not be relied on for winning battles. Still, it gives her a bonus in the defense by catching attacking players off-guard in a match they were almost sure to have won. It also gives Nova an edge against other burst teams as risking having one character stunned in a burst team is a lot of trouble. Finally, Nova can also buff one Fire character. While not very useful on defense as using 2 Fire arts will make the player vulnerable to Water, it is a very nice option to have on attack.

Nova’s drawbacks are mostly covered by her big stats, although there are things the player should keep in mind when fighting her. First, Nova is weaker than ever against Water-type characters. Using them to disrupt Nova is much more noticeable compared to other elements, as Fire arts tend to have burn to offset their elemental disadvantage. However, Nova also has her skill do no bonus damage versus Water characters which makes her further weakened against the opposing element. Second, Nova is inconsistent. The random chances on both her disable and awakening means sometimes the player will be winning matches they shouldn’t be, but also losing matches they thought were certain. This is specially annoying on attack as the attacking team is supposed to win due to the advantage of knowing the opponents’ teams.

### Notable Synergies

**Clara** – Clara is the main buffer for burst characters and Nova is no exception. Already a good chance with Iris before, now Nova can do it better.

**Freya** – Freya is the main buffer for Fire characters and will further increase Nova’s damage while also granting some help to deal with Water characters.

**Lilly** – They buff each other and like to burst things down. The player just must keep in mind the vulnerability to Water.

**Billie** – Nova will preferably want a cooldown 6 Sport with her. Billie is a good one to bring survivability and damage.

**Una** – Nova can do a lot of damage to be healed by Una.

**Iris** – Just put both on the team and watch things explode before turn 6. Again, careful with Water.

**Margaret** – Newly revamped, Margaret can bring good survivability and some damage to Nova, but honestly, I think there are better options.

### Counters

**Healing Teams** – Healing teams already had problems with high damage and stuns. Nova has both. Going for heal teams in servers with many Nova players is certified suicide.

**Amina** – The Tanuki girl wants the match to go smoothly and delayed. Almost impossible to have this when Nova is on the enemy team.

**Anything without Water** – Honestly, with Nova’s current damage it is quite hard to deal with her without using a counter, especially if the player uses mostly Wind characters. Characters like Vivian and Flora which like to have plenty of Wind partners will have a hard time dealing with Nova.

**Winni** – Despite being a Water character, teams that rely on Winni for tanking will have less HP than normal and Nova will be able to burst through it before Winni can start dodging stuff.

**Disables** – With her early cooldown, Nova might disable other characters before they have a chance to disable you. Even if odds are low and it ends up not happening, Nova will already have done most of her damage through her spell anyway.

###  Countered by

**Blair** – We got Oni God to blast everyone. A few months later we got the Wolf Anti-God to stop her. Blair makes Nova’s life miserable not only by decreasing her skill damage, but her awakening taunt will guarantee Nova will always hit a Water character on the first 2 rotations. If you see blue and red eyes lurking in the shadows, get Nova out of there ASAP.

**Christmas Devils** – In a similar way, CD can also have a match with Nova. But remember the taunt will only come into effect on the second rotation, which might be too late in some matchups.

**Violet** – Usually wants to have many Water characters on her team.

**Amy & Scarlett** – Really not the best options out there, but their awakenings give some help in stopping burst. Not tested it myself but I am adding these here in case someone might want to try it.

### Summary and overall rating

Nova is top tier. A burst character with a potential stun is already a pain to deal with and Nova combines that with the higher damage in the game. Her availability is quite annoying, but players who have the gems to spend on her are greatly rewarded. As an anniversary character, she needs no special stones meaning her Awakening can come quite earlier compared to other strong characters. Her major counter is a luxury Treasure Hunt character and mostly players won’t get her until much later in the game and the other counters are not common, or generally weak as of now. The current meta allows Nova to wreak a lot of uncontested havoc into most servers and her addition to the game certainly brought the explosion the Fire element needed.

The Oni girl is always suspicious and hardly trusts anyone. Bringing this defiant heart close to yours comes with great challenges but also with great rewards. Don’t let her tough appearance intimidate you, she might need someone that is not always scared of her. Help her fight those people dealing with black magic, it might be a nice first date. Just be careful when Billie is around. Might not be a good idea to bring someone from the ghost village near her.

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# Year 1, Year 2 Girls

## Abby

### 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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## Alice

### 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 Halloween Witches)

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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## Bonnie

### 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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## Cecilia

### 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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## Chris

### 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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## Crystal

### 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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## Elizabeth

### 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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## Ellen

### 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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## Emma

### Availability

Emma was previously available as the main prize of the Sub-Space event, which has since been discontinued. She can now be obtained through the Treasure hunt, although it will be costly.

### 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.

### 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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## Erica

### 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 if you have no Y3 Fire Arts on hand.

### 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.

### 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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## Fanny

### 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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## Hazel

### 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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## Ingrid

### 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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## Jessie

### 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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## Jodie

### 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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## Kirara

### 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 multiplier 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 sweetheart 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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## Maggie

### 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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## Monica

### 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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## Natalia

### 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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## Nydia

### 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 advised 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 teammates, 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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## Pamela

### 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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## Phyllis

### 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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## Priscilla

### 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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## Rayna

### 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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## Sarah

### 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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## Sylvia

### 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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## Taylor

### 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 rhythm gently drummed in of your opponents ears.

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## Tiffany

### 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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