Afterall, PvE is more attack oriented and less control. She is solid in PvE due to her consistent orb supply and the increase of ally ATK and SPD. If you are speed running Soul 10 with friends, I would still use Zashiki. You don’t have to worry about Zashiki being killed by Orochi and Kaguya’s slow animation and lack of initial orb. I would say she’s a good choice to challenge Soul 10. Therefore, Oitsuki does much better in fast setups such as double puller or control teams. If they succeeded, you might as well quit. They would likely throw everything they got at Oitsuki in attempt to cut off your orb supply. This is especially true if the enemies are faster and able to act first. It’s more likely that enemies would try to control her, in which case, you’ll be left with no orbs. With her S rank HP, I wouldn’t worry too much about taking damage. She’s viable in G5 and kind of unnecessary in G6. Note that she’s not the best partner for Susabi since it’s not easy to fill up 8 orbs with Oitsuki’s skill.
#Fast moving orbs in videos youtube plus
For example, with two strong controls like Hannya and Yuki Onna, that team needs minimum 9 orbs for each turn for the two plus a DPS. She is preferred by the orb consuming teams where a lot of 3-orb skills are needed every turn. Oitsuki is more suitable as the first or second action in the team so that more teammates can take advantage of her skill to generate orbs. Kamaitachi, Oitsuki, Hannya, Yuki Onna, Hakuro, with Kagura Yamausagi, Oitsuki, Peach Maki, Umibozu, Ubume, with Kagura 5 Oitsuki gets a shield that can resist status effects once including Freeze, Daze, Sleep, Morph, Silence, Taunt, Confuse, and Bind from both skills and Soul. All allies received Moon Blessing, which increases SPD by 10 and at the end of each teammate’s turn, increases Orb Bar by 1. Oitsuki increase own Orb Bar by 1 at the beginning of the fightĪOE effect on all allies. ST 100% ATK Damage and increase self Move Bar by 20% In a way, this Shikigami is pretty straightforward. Though Effect RES is less imminent since her skill can mitigate control effects once when upgraded. HP and Effect RES are there to ensure Oitsuki survives enemies’ damage and controls. By being fast, she can get ahead of her team and use her special skill to generate orbs. In that case, Clam can protect Oitsuki so she doesn’t get taken out in the first round and you are left with no orb supply. This Soul is more for when you are not confident in your SPD to act first. Sea Sprite is not too common compared to Fortune Cat but Oitsuki’s HP is S rank so this Soul makes sense. Essentially, if she’s fast enough, she can generate enough orbs with or without Fortune Cat. Mixed Set that maximizes SPD is also an option if you don’t have a fast set of Fortune Cat. Oitsuki’s passive pretty much equals the effect of Azure Basan so there really too much of use. Her special attack costs two orbs so if Fortune Cat triggers, that will compensate for the orb cost.Īzure Basan is a bit redundant here unless you haven’t upgraded her passive or really need the maximum number of orbs at the beginning. The Soul focus is, of course, to keep her moving.įortune Cat is the default choice here since Oitsuki is expected to be fast so she can make the best use of this Soul. Oitsuki has a unique mechanism where she generates orb by moving orb bars. Gain : Oitsuki increase the Orb Bar by one at the beginning of the fightĮxample: Mixed Set max SPD/Azure Basan/Fortune Cat/Sea Sprite x4 + Effect RES or HP x2