| Emily the Hitman|
| Girl, Outlaw|
| Max Stats
| Lv:120 HP:2354 ATK:1102 DEF:1553|
Lv:120 HP:2825 ATK:1322 DEF:1864 (Awoken)
| 28/2 |
| Main Skill (スキル)|
| Chance for party to gain a damage-reducing Counter, providing one Counterattack (Increase the rate of success, damage reduction, and potency of counterattack when target's HP is low)|
| Sub Skill (子分スキル)|
| When HP is below 70%, main card's Shield skill gains additional Heal effect|
| Awoken Main Skill (スキル)|
| Chance to apply 2-tick Damage Reduction + Strong Counter Shield to Party; If target's HP is 40% or less, Heals them for an additional 20% HP (As ally target's HP decreases, Shield Chance, Damage Reduction, and Counter Strength increases)|
| Awoken Sub Skill (子分スキル)|
| When Main Card's Shield Skill activates and your HP is 75% or less, Heals 10% HP and grants +1 ATK|
| Awoken Skill (覚醒スキル)|
| When played in a hand and you take damage during the turn, 33% chance to grant +1 ATK to the Party|
| 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)|
The literal definition of a Henchman, Emily's main worth is limited almost entirely to her Subcard skill, and also situationally so.
As a Main card Emily brings some attractive defense and stats to the table, but an almost entirely mediocre skill that will miss you most the time, and not do nearly enough to save you when it hits. Being naturally AOE however, opens her up as a Cronos/Xebec carrier, changing her skill from a simple useless pile to a unconditional +1atk/+1def. And herself to the table, and you've got a very, very, bad Dryad wannabee. Other third slot options do exist, but I imagine are cards you would prefer to main deck instead of her.
Her subcard skill is also very iffy at first- a simple 10% heal is not very much, and it does not proc at times when you would get nearly enough mileage out of it. However, it stacks upon itself, so if you end up with a pile of Emily, you suddenly have a 30% heal on your shield card. Sizable, but not nearly enough compared to an actual healer- and should be reserved for shield cards that boast a very large reason to main deck (Such as on an Athena for her fusion if you can reliably proc it).
Overall, thoroughly mediocre, and definitely a Henchman.
- Skill Lv1-5: Chance to apply Counter Shield to Party (As your HP decreases, Shield Chance increases)
- Skill Lv6+: Chance to apply 1-tick Damage Reduction + Counter Shield to Party (As target's HP decreases, Shield Chance, Damage Reduction, and Counter Strength increases)
(It is currently assumed that the rate of accuracy at SL7 is [<Missing HP%>*2])
|COUNTER DMG [HP≤100%]||50%||50%|
Emily's main ability is to grant the entire party a chance to activate a counter attack based on their HP at the time of activation. After SL6-7, it gains a scaling factor. The numbers aren't mind-blowing, but they scale decently well for what the ability does (since counter will reflect the damage of the original attack, not the reduced damage from the shielding effect). Additionally, Emily has value as one of the few cards that can inherently spread Cronos and Xebec's subskill abilities, so if nothing else she definitely has that working in her favor.
|Damage Reduction (HP > 80%)||40%|
|Damage Reduction (HP < 80%)||50%|
|Damage Reduction (HP < 60%)||60%|
|Damage Reduction (HP < 40%)||70%|
|Damage Reduction (HP < 20%)||80%|
|HP% Heal (When HP <= 40%)||20%|
- Chance to apply Counter + Damage Reduction Shield is roughly assumed to be [<Missing HP%>*2].
- When below 50% HP, Counter + Damage Reduction Shield has a 100% chance to be applied.
Emily's Shield remains mostly the same as before, only now it has 2 ticks and has much higher Damage Reduction to boot. That said, Emily shares a similar problem with Diamond and Athena in that the chance for her Shield to be applied is tied to your HP, making it somewhat unreliable unless you're near or below half HP. But her Counterattack is relatively strong and can be boosted with Enhance Cards, which also boosts the chances of her Shield applying.
Grants a 10% Heal upon the activation of a Shield skill (if you are under 70% HP). Unfortunately, this ability has very limited value as in most cases you'll want to be using boosters or other cards instead on what few Shield users you may be running. Notably, if the Shield skill affects the party so will the heal, so this does have some limited value on cards like Athena and Whale.
Awakening does little to change this other than increasing the threshold to 75% HP and giving a +1 ATK Buff in the process.