| Angel Ariel|
| Max Stats
|Lv:120 HP:2543 ATK:1603 DEF:1382|
| Main Skill (スキル)|
| Execute 1~5 Hit-attacks and gain +ATK for the number of attacks delivered. (If player already has +5 ATK, each hit will deal additional fire damage instead)|
| Sub Skill (子分スキル)|
| Skill Efficacy +10% to main card, and for every buff the enemies have, add +6% up to a maximum of 40%.|
| Awoken Main Skill (スキル)|
| Awoken Sub Skill (子分スキル)|
| Awoken Skill (覚醒スキル)|
| 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)|
Coming into a low-competition area, Ariel cleans up and even possibly dethrones Apollo's former position as an offensive buffer. Boasting amazing stats, the ability to potentially flash buff your attack, and an incredibly damaging move that upgrades itself to do elemental damage when needed, Ariel seems to have it all at the moment. However, his position is a little less clear cut than one would think.
Ariel's skill rolls much like Beryl and Ranmaru do- from 1-5, leaning towards a 3-hit. He gains a buff stack for each attack, meaning normally he will basically act as a +3 atk buff with a three hit, which is still very very good. However, at max buff he will gain elemental damage instead, making him even more effective against green targets- So even rolling a three he is generally stronger than most 3-hits. Couple this with an amazing attack stat and Ariel can be very scary.
But the threat of 1 and 2 rolls are still very real, despite the skewed chances in favor of doing better.
As a sub, Ariel's sub skill is of note, boasting an unconditional +10% skill efficacy that increases by 6% for each buff the enemy has- and increases to 40%, an absurdly high number. For dungeons where buffs on the enemy are plenty, centralized, and quick (Like Senjuu was) this ends up absurdly powerful, especially as he works on enhance cards who are capped normally at much lower numbers.
The problem again comes based on the fact the buffs must happen first- And that you'd be sacrificing Ariel as a main card. Still, if you somehow end up with spares, it's certainly a very powerful sub ability in the right dungeon.'
Overall, Ariel is a very strong card- the only real weakness would be his somewhat mediocre super fusion, only offering buffs and a suspiciously generic name.
Ariels buff rate is a flat 1.0 per hit- this, theoretically, means 3 gorilla should make him buff +2 per hit, but is unverified at the moment. These numbers are the same as Ranmaru and Beryl, like we're assuming his chances for each roll are.
Ariel's skill has dual usability- offering a potential huge buff on a high roll, along with devestating damage. Once the buff is no longer relevant, it also gains elemental damage (numbers not confirmed) that will just simply make you hit even harder against the right targets, and help stimy the threat of lower rolls. So, on top of the intiial gimmick of 'rolling' for number of hits, buffs are important to Ariel.
As such, despite his threat to Apollo as a flash buffer- Apollo's consistent ability to flash buff very well makes him a great companion card to Ariel, allowing you to improve his skill faster. Other suggestions could include Ham, who can combine with an enhance card to max your attack instantly.
Again, this skill is at it's absolute worst a flexible unconditional +10%, and at best a huge 40% boost that can possibly apply to enhance cards. This beats most of the common straight+ cards for skills, and would only lose on most attackers due to the loss of skill icon bonus, which is significant. For smash and enhance cards, Ariel could very well be an amazing card if you wish to allow him to take back seat to someone else.
The downside is again, dungeon choice- Buffs do not exist in PVP so it's straight useless there most of the time, unless your Snow lacks anything better or someone decides to activate a buffing super fusion by mistake. However, Buffs central part and consistency in new event dungeons make this skill seem very possible to rack up power fast, so long as you're capable of waiting that long.
In Shin Dragon King it seems like it would be essential for enhance cards, as things tend to flash buff on turn 1.