Difference between revisions of "Apollo"
(→Main Skill) |
(→Main Skill) |
||
Line 45: | Line 45: | ||
|} | |} | ||
− | Apollo's damage is surprisingly strong, boasting a slightly higher modifier than average and having a respectable attack- but as always his true power lies in his buff. With | + | Apollo's damage is surprisingly strong, boasting a slightly higher modifier than average and having a respectable attack- but as always his true power lies in his buff. With it now being powered up by skill boost sub cards, it can reach +3 or +4 easily, and theoretically may be able to reach +5, though reports and the math don't quite add up. His buff will not be effected by enhance cards, but his damage will. |
==Sub Skill== | ==Sub Skill== |
Revision as of 16:24, 13 August 2014
Apollo アポロン | |
---|---|
![]() | |
Nicknames | Appy |
Exclusive to: | |
Rarity (レア) | ![]() ![]() |
Types 種族 |
God 神 |
Max Stats ステータス情報 |
Lv:120 HP:2244 ATK:1452 DEF:1226 |
Cost/Orbs (コスト/オーブ) |
26/ |
Main Skill (スキル) Golden Bow and Arrow 黄金の弓矢 | |
1x Stab attack and +1 to ATK (on straight+, +2 to ATK instead) 敵モンスターに突属性のダメージを与え、攻撃力をUPする (ストレート以上の時、攻撃力がさらにUP) | |
Sub Skill (子分スキル) God of the Sun 太陽の神 | |
Boosts Fire main card's skill by 15% 親分が火属性のときスキル威力15%UP | |
Super Fusion (超合体) Divine Flames of Immortality 聖なる不死の炎 | |
Overview
One of the few cards to get a major boost from some sub-card system changes, Apollo is a mediocre attacker that boasts an incredibly powerful after-effect, and is a very powerful card that is not bad to have around. While he pales in damage to other red Stab cards, such as Mammon and Noel, he makes up for it with sheer versatility.
Apollo's main strength as a card is definitely his generalized red skill boost, allowing him to buff up red enhances such as Ifrina and Gambler, as well as work as an SS sub for any red card you may desire, and ultimately works well on the powerful red stab attacker base, including himself. However, as a main card, while his damage may not be as strong as it used to be, his ability to buff attack is now effected by his subs- meaning you can easily boost his buff up to +4 or +5, and flash buff yourself to maximum attack.
However, he shares a nasty super fusion pool that will cause him to fuse with one of the more popular PVE stars such as Ifrina, which may ruin your day, or your attacker's enhance. Proceed with caution when playing your Apollo.
Main Skill
SL1 | SL2 | SL3 | SL4 | SL5 | SL6 | SL7 | |
---|---|---|---|---|---|---|---|
DMG | 1.3× | 1.4× | 1.5× | 1.65× | 1.8× | 2.0× | 2.2× |
ATK+ Buff | 0.85(+0) | 1.0(+1) | 1.15(+1) | 1.3(+1) | 1.45(+1) | 1.6(+1) | 1.75(+1) |
ATK+(straight+) | -- | -- | -- | -- | -- | 2.0(+2) | 2.2 (+2) |
Apollo's damage is surprisingly strong, boasting a slightly higher modifier than average and having a respectable attack- but as always his true power lies in his buff. With it now being powered up by skill boost sub cards, it can reach +3 or +4 easily, and theoretically may be able to reach +5, though reports and the math don't quite add up. His buff will not be effected by enhance cards, but his damage will.
Sub Skill
Apollo's main draw nowadays is without a doubt his sub skill. An unrestricted 15% increase to any Red card is nothing to sneer at- it is 20% lower than the specialized damage Stab sub for Mammon (that being Earl Walrus) but has no straight+ restriction and will convey a comparable boost. The conditional only being "equipped to fire-element" is incredibly flexible towards anything else.
This offers a boost that is only only 5% short of specialized increases for the harder-to-sub cards (e.g. defense/enhance/healing cards; this includes such standouts as Gambler!). While the icon would not match in those cases, most of the cards you would attach Apollo to there generally don't take advantage of stats as much as an actual attack card anyway.
Ultimately, Apollo is a great sub to fill in anywhere you could need him in Red, for those who don't have endless fortunes to pull three of the perfect subs.