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Boasting a powerful skill, and an equally powerful status- Mary is a very, very good card. Her flaws are spectacularly few, except that in truthfullness she does not entirely shine outside of being the top of her very narrow class. Nonetheless, she is a solid attacker, and a very solid subcard to boot.
As a main card, Mary brings to the table an insanely powerful skill- 3x Hit and petrify is normal, but when the target is already petrified this damage is doubled. Theoretically, this can happen mid volley to lead to some very nasty numbers out of her. Suffice to say, she is also perhaps the only really solid Strike damage red has as a color at the moment, and even then is unlikely to completely drop out. However, her attacking stat is not particularly outstanding, falling behind in a very competitive attacking color, and her boost, while extremely powerful, is not reliable or long term, and can be eased by cards such as '''[[Pharaoh]]'''.
As a subcard, Mary boasts one of the best extra attacks in the game, scaling off of your HP to do damage, however, like most extra attacks, this is honestly very mediocre compared to basically anything else.
Overall, Mary's got no real flaw, and can be incredibly powerful, a card well worth picking up if you can.
Sweet and simple, pray to your gods if you meet a Mary while petrified. A solid 3x hit with a status, and a very very nice bonus if she procs it, there is no real flaw to Mary's skill, bar the fact Petrify itself reduces the damage the petrified unit takes- So leaving someone petrified, while still hindering them, will make non-Mary cards hit less.
Mary should be played as a typical 3-hit regardless of her boosted damage state, her attack will let her deal damage just fine. Theres no need to wait for a petrify or attempt to get the 2x bonus, it will happen mid-volley with all likelihood and is honestly simply a bonus to her skill. Being the only Red Strike attacker (bar '''[[Charlotte]]''') that does real damage, she will always be in your team during strike weeks.
|DEF Debuff Chance||85%
Mary remains mostly the same as before, but her Skill changes a little bit. She still does additional damage to Petrified targets, but instead of breaking the Petrification like before, it can now also greatly reduce a target's DEF, making her very potent if you can Petrify a foe. On top of that, Mary also gets a nice Stat Boost and can reach almost 1900 Attack with her 3 Orb Slots. Needless to say, she gets quite a boost in power compared to before.
Mary's subskill is pretty solid, but not particularly spectacular. As it scales with Higher HP, like most extra attacks it is best used in colosseum as opposed to in PVE, but boasts a nice bonus of not turning off in PVE when you get punched in the face.
Numbers for it will be added later.
Quite the useful Awakening Skill, Mary allows any Hit card in the played hand other than your own to get an extra 15% Skill Boost! This can be very useful against foes that are weak against Hit attacks, as it allows your allies to deal more damage with their Hit cards.
[[File:Marycard.png|100px|link=Mary]][[File:Gang_Sheepcard.png|100px|link=Gang Sheep]][[File:Octopuscard.png|100px|link=Octopus]][[File:Magma_Centipedecard.png|100px|link=Magma Centipede]]
*Mary is probably a reference to famed pirate [http://en.wikipedia.org/wiki/Mary_Read Mary Read].
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