| Ham Han|
| Max Stats
| Lv:120 HP:2104 ATK:1402 DEF:1503|
Lv:120 HP:2525 ATK:1682 DEF:1804 (Awoken)
| 28/2 |
| Main Skill (スキル)|
Attack and Speed as One
| Increases your ATK/AGI, but chance to also reduce your DEF (ATK/AGI Buff spreads to Party on Straight+).|
| Sub Skill (子分スキル)|
| Chance to apply a 1.5x Power-Up Enhance effect on Skill Activation (Prevents Enhance Linking if it activates)|
| Awoken Main Skill (スキル)|
True Attack and Speed as One
| Increases the Party's ATK/AGI, but chance to self-inflict -1 DEF (When your DEF is Negative, increases the Party's DEF as well; DEF Buff increases the lower your DEF is)|
| Awoken Sub Skill (子分スキル)|
| 50% Chance to apply a 1.5x Power-Up Enhance effect on Skill Activation (Prevents Enhance Linking if it activates)|
| Awoken Skill (覚醒スキル)|
Pig-Lin Temple Kenpo
| When entering Boss Wave, applies Iron Wall|
| 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)|
Ham is a bit of an oddball when it comes to buff cards. He's one of the few cards that can buff the party's attack with his main skill, sharing this distinction with the likes of Eru, Baphomet, and Aphrodite. Ham carves out his own niche by buffing both attack and agility, easily being able to supply +2 to both with a single 15% subcard boost. While this sounds like a fantastic deal there are some drawbacks, for starters he can only buff the party's attack and agility on straight+ which is often easier said than done. The other and possibly more dire drawback is that Ham has a chance of inflicting a defense debuff on you, and while the chance of getting and amount the debuff actually inflicts decreases with skill level most players often feel better off taking one of the other more reliable buff cards over Ham.
That isn't to say you can't work around said debuff however as there are several subcard options to negate defense debuffs. Since he does have the ability to spread on straight+ he has the option to subcard Xebec, giving the party an additional +1 defense and canceling out the potential debuff in the process. Diamond would also be an acceptable substitute while also providing the 15% boost necessary to push Ham to +2 on his main buffs, although her buff is a tossup between agility and defense while also requiring a straight or better to activate.
In short Ham is most certainly a card that won't be on many players wishlists. While the attack boost is certainly noticeable the agility boost is a bit less so unless you're planning on using cards with low hit rates or enjoy having a chance to dodge enemy attacks. If either of those fit your criteria however, Ham is your pig-man.
|AGI/ATK BUFF||0.85 (+1?)||1 (+1)||1.15 (+1)||1.3 (+1)||1.45 (+1)||1.6(+1)||1.75(+1)|
As noted, Sl7 is extremely important- Allowing you to hit +2 on both stats with a +15% Skill Boost, and reducing the DEF Debuff to levels negatable by Xebec or Diamond with only a 40% chance of occurring, and looking like far less of a complete scrub beyond running Ham. Noted, this Skill also shifts to AOE on Straight+, buffing the entire Party and spreading all effects.
- Increases the Party's DEF if your DEF is Negative.
- DEF Buff is based on the Buff needed to get you back to 0. So if you're at -4 DEF for example, the Party is Buffed for +4 DEF.
- If the DEF Debuff sends your DEF below 0, the Party's DEF is Buffed as a result.
As with many other older Cards, Ham Han was looking a bit old in the tooth with numerous other Red Buff cards being released, most of which tended outshine him. Fortunately, Awakening gives Ham Han some nice improvements by making his Buff inherently AoE now. The DEF Debuff unfortunately still remains, but it's still a relatively low chance to occur. However, an extra bonus Ham Han gets is that he can also Buff the Party's DEF if your DEF is Negative. The DEF Buff is based on how much DEF you need to get back to 0, making it particularly strong if your DEF is very low. As such, Ham Han has the potential to Buff all of the Party's Stats if the right conditions are met.
Ham as a subcard is almost as much of an oddball as he is a main card. While having a 20% chance to activate a 1.5x power boost does seem attractive, it will leave your card out of any potential skill links in the team's hand. This can actually work in your favor if you have Ham equipped to a non-attacking card however as it will leave any potential skill links available for your teams attacking cards, oddly enough this also makes Ham a suitable subcard for himself. In the end it's up to you to decide if the relatively low activation rate is worth losing out on a potentially more powerful link.
Ham Han's Sub is pretty much the same as before, but now the activation chance has jumped to a whopping 50%!
Needless to say, this makes him considerably more useful than before, with the low 20% chance.
As before, Ham can be used to help Prevent Enhance Linking...in this case, giving a 1.5x Power-Up Enhance effect.
This can be particularity useful for Shield Cards as it can directly boost the chances of Shields being applied.
As with other cards that Prevent Enhance Linking, you'll want to probably stack similar subs to up your chances of it activating.
This also makes having Ham dupes quite attractive now. 2 on a Card will increase your chances up to 75% and 3 up to around 87%. (Due to the Chance% being multiplicative, not additive.)
A very interesting skill, it applies Iron Wall to yourself before entering a Boss Fight.
Very useful on higher difficulty dungeons for preventing damage from a Boss' preemptive attack.