| Max Stats
| Lv:120 HP:2461 ATK:1319 DEF:1142|
Lv:120 HP:2953 ATK:1583 DEF:1370 (Awoken)
| 27/2 |
| Main Skill (スキル)|
Deal with the Devil
| Sacrifices X% of HP for +2 to ATK (on straight+, +2 to ATK for party)|
| Sub Skill (子分スキル)|
| When main card is A, boosts main card's damage by 35% and increases damage received at all times by 15%|
| Awoken Main Skill (スキル)|
| Sacrifices 5% HP to increase the Party's ATK (On Straight+, Buff Strength increases)|
| Awoken Sub Skill (子分スキル)|
Consideration of the Contract
| When Main Card is A or Demon, grants 25% Skill Boost and 5% Increased Damage received at all times.|
| Awoken Skill (覚醒スキル)|
| When played in a hand and user takes damage, 33% chance to give +1 ATK|
| S.Awoken Main Skill (スキル)|
| S.Awoken Sub Skill (子分スキル)|
| S.Awoken Skill (覚醒スキル)|
| Super Fusion (超合体)|
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Shared by (合体カード): Baphomet, Basilisk, Hellhound, Manticore
With the highly aggressive nature of the game (bosses can frequently be killed in one turn with the right set up of cards, especially at lower difficulties), sacrificing a decreasingly small amount of HP (the amount required decreases with skill level) looks like a better and better proposition in exchange for broad offensive power. This is especially true as it's quite possible to play Baphomet early, heal off the damage, and enjoy the party-wide power increase.
Buffing cards can often be hard to place, and while Baphomet may struggle to place as easily as Eru, his ability is also more reliable as it reaches 2 naturally unlike Eru- this makes a bigger difference than it might seem as getting skill enhancement for buffing cards is extremely difficult. For a player whose interest is primarily in offensive burn-down rushes, the increased attack power will likely be well worth the small HP loss. Not a card for everyone, though.
Sacrifices HP to increase your ATK
Sacrifices HP to greatly increase your ATK (On Straight+, increases the Party's ATK)
While not quite at a +3 naturally, any 15% or better boost will push Baphomet over into +3 territory at SL7 which is absolutely fantastic. The main deal here is that at SL6-7, you absolutely have to make a concession with your team by guarantee-ing him into a straight+ hand, which doesn't always happen (and if you end up pairing off, you're still eating the HP cost for a boost on yourself only). Baphomet is also one of the various cards that can activate the likes of Xebec and Cronos (At SL6-7), so there's definitely some value to be had in that as well.
|ATK Buff (Straight+)||3.5|
Baphomet gets a nice improvement in that the Sacrifice requirement drops to 5% HP and his ATK Buff becomes naturally AoE.
But should you get a Straight+, the Buff effect greatly increases, making it quite easy to get +4 or +5 ATK with few Skill Boosts.
At first, this demon's deal might seem like an attractive subskill, but you'll often find yourself in this game enough damage to put you a sliver's away from death in PVE. When looking at this subskill, consider every time you've encountered those moments, and remember that if you had Baphomet equipped then, you would have died instead. If you could reliably play your ace all the time, this might be different, but especially as aces often fit poorly into hands (as they can only be the end of a straight, not the middle) you'll end up taking a lot of damage for never playing a single ace.
Baphomet gets a few noticeable improvements in that his Sub Skill now works on the A and/or Demon cards as well as trading in the 35% Damage Boost for a 25% Skill Boost. But the most significant improvement is the 15% Increased Damage being reduced to a more minor 5%. This makes Baphomet a much more suitable sub and less likely to get you killed. He'll also no doubt make a great sub for other Demon cards such as Astaroth and Baal.
Baphomet is a figure from historical mythology, originally associated as an evil icon with certain groups and eventually drifting into full demonic status.