Onore Arcade Thread (AKA Designing Mobile versions of Arcade-exclusive Servants)

Most of us agree that FGO Arcade is annoying in that they have servants that the mobile game doesn’t have, so here we can channel that anger into setting up mobile versions of them!

This is a bit of a spinoff of the Servant Design Thread:

The main difference is that in the Servant Design Thread you make servant designs for characters that aren’t servants yet or are alternate forms of servants in other classes or with different concepts, whereas this thread is for bringing existing servants over from the Arcade format to the mobile format.

Most notably in some cases it will mean figuring out conversions for Arcade concepts like ‘increasing dash speed’ but most of them won’t require that.
Additionally, in some cases I haven’t been able to find their actual skill/NP information, so if you’re willing to help with that I would appreciate it.
Arcade Servant List:
Fate/Grand Order Arcade | Fate/Grand Order Wiki | Fandom

To give an example, I’ll discuss the two that have already been brought over successfully:

Leonardo da Vinci Rider and Prototype Merlin/Lady Avalon

Leonardo da Vinci Rider:
It seems like Arcade got her earlier because the version in mobile is a backup and doesn’t really have much combat ability, but eventually they decided to make her able to fight as well while still leaning more into her supportive role in the story.
The first two skills are exactly the same between both versions, while the third skill and NP differ based on the lore of the two games. In Arcade where she’s a full servant, her Overload skill is powerful enough that she can spread nanomachines to her allies to buff their Max HP and remove ailments, whereas in mobile her ability is reduced and only passively gives her debuff resistance and increased star drop rate.
Instead, mobile version’s third skill plays off of her losing regular da Vinci’s Pioneer of the Stars, as instead of being able to make the impossible possible, this skill embodies the hopes and dreams of artificial, fleeting sentient beings (including Mash and homunculi), the push to achieve something despite the cruel fate of their short lifespans. Which manifests as party NP charge, NP Strength buff and Overcharge.
Arcade’s NP is just a powerful blast and thus is similar to regular da Vinci’s with an NP Strength buff and AoE damage, just differs by being Buster and having no other additional effects. Mobile version’s NP is based around the travel mechanic used during the Lostbelts, so while it is similar to Arcade’s by giving a 1 turn buff and then doing damage, since she has an NP Strength buff in her kit already it’s an Arts buff instead and she gives another team NP charge as another reference to her supporting role.

Prototype Merlin/Lady Avalon:
In Arcade, Proto Merlin has directly weaker versions of Merlin’s Charisma and Hero Creation skills, while having a slightly different Illusion skill and a slightly different NP.
By making her a Summer servant in the mobile version, they were able to flavor her Charisma around Summer to make it more of a side-grade of regular Merlin’s Charisma. They swapped the card type for Hero Creation to avoid overlapping with Merlin, and probably used either Summer or the Pretender angle as a reason for the change.
They kept her third skill exactly as it was, and her NP was adjusted slightly. In Arcade it increases Max Health, increases NP Gain and reduces Mana Recovery time, whereas in mobile they sidestep converting the Arcade-specific buff by making the NP more similar to Merlin’s, just with a set Max HP increase instead of healing over time and double the amount to NP charge per turn (10 to his 5) with the trade-off of being active for 2 less turns than his. Though the stars per turn effect is equal between them both.

Here’s the templates from the Servant Design Thread if you want them:

Templates

Reddit template:
https://www.reddit.com/r/grandorder/comments/72qw06/fgo_fan_servant_template_v2/

Dapper template:

Name:

Rarity: ★★★★★

Class:
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Card Spread:
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Noble Phantasm Name:
Card Type:
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Damage Type: ST/AOE/Support
Effect:

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Skill 1:

Skill 2:

Skill 3:

Passives: (optional)

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First Saint Graph

Second Saint Graph

Third Saint Graph

Final Saint Graph

Costume Dress (if any)

2 Likes

I’ll start things off with an alternate version of a character from mobile:

Nemo/Noah

Rarity: ★★★★★
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Card Spread:
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Noble Phantasm Name: Noah’s Ark: The Ark Ship of Noah A+
Card Type:image
Damage Type: AoE
Effect: Increase party defense by 20% for 3 turns, decrease Arts resist of enemies for 1 turn [20% to 40% by overcharge, activates first]

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Passive Skills:
Magic Resistance B (increase debuff resist by 17.5%)
Riding A (increase Quick card effectiveness by 10%)
Independent Action EX (increase critical strength by 12%)
Divinity B (gain damage plus 175)

Active Skills:

Voyager of Salvation B
Increase party NP Strength by 7% to 14% for 1 time
Increase party Attack by 7% to 14% for 1 turn
Overcharge party NP by 1 for 1 time, 3 turns
Cooldown 7 to 5 turns

Protection of the Faith EX
Increase own Debuff Resist by 50% to 100% for 3 turns
Recovers own HP by 1000 to 2500
Recovers own HP per turn by 500 to 1000 for 3 turns
Increase own NP Gauge by 20% to 40%
Cooldown 8 to 6 turns

Zohar’s Glowing Stone EX
Increase own Arts card effectiveness by 10% to 30% for 3 turns
Grants self On-Attack-Activate buff for 3 turns (gain 5 critical stars when attacking)
Grants self Evasion for 1 time
Possible other effect (Arcade effect is increase command card draw time)
Cooldown 9 to 7 turns

This is as far as I’ve got just from converting directly over, but let me know if you have any ideas and I can edit this to further complete it.
This was the process so far:

  • Passive skills I just got the values from other servants based on the rank
  • NP I snatched the defense buff values from Semiramis’ NP due to similar effect, and since the Arts Resist debuff seemed to be the time equivalent of 1 turn, I snatched the values from Summer Anastasia and decided to make it trigger before damage.
  • First skill is a special variant of Voyager of the Storm, so I snatched the proper rank values from Columbus, though notably this version has the NP Strength buff at 1 time and also gives NP Overcharge.
  • Second skill is a special variant of Protection of the Faith, so I snatched the Debuff Resist and Heal values from Vlad Extra’s A+++ version, snatched the heal-per-turn values from da Vinci’s Golden Rule (Body) EX, and guessed the NP charge value based on cooldown/similar skills.
  • Third skill I knew the uptimes, but had to guess the values. Held off on guessing the on-attack stars because I’m not sure which servant has that effect already to guess the values from. Also held off on the other effect for now to see what people think it should be.

It was also interesting comparing Nemo/Noah to mobile’s Nemo/Triton, as they follow a similar pattern.

  1. First skill is a type of Voyager of the Storm
  2. Second skill is based on the primary personality’s beliefs (Nemo for mobile, Noah for Arcade)
  3. Third skill is based on the servant fused with Nemo and includes an Arts buff
  4. NP is based around the primary personality’s boat

I think they would fit alongside each other just fine, with Nemo/Noah being like the Nero to Nemo/Triton’s Nero Bride as far as having basically the same servant in the same class with the same card type NP but one being AoE and the other being ST. Though Nemo/Triton is the one with the niche field effects while Nemo/Noah can fit in pretty much anywhere.

What do you think, should Nemo/Noah’s NP set up a Waterside effect?
And like I said further up, let me know any other ideas for adjusting the design.
Extra info: Noah | TYPE-MOON Wiki | Fandom

1 Like

I don’t know much about skills, but I know that Dioscuri’s first skill gives 10 stars on attacking with arts card and Dark Koyan’s second skill gives 5 stars on attacking with buster card. Not sure which value would be appropriate here.

1 Like

Thanks for the help!
I looked at them both and Dark Koyan’s seems to be the most similar, so I’ll go with 5 stars.
Any ideas on the last effect?

Currently the closest effect I could translate it over to is something similar to command card shuffle, except only his cards get drawn only for 1 turn, which would guarantee 15 stars that turn.
Or, considering the on-attack star effect lasts 3 turns, I could copy the reshuffle effect from Bunnytoria in that only one ally’s cards get removed from the shuffle for those 3 turns.
Of course, would depend if the 2 extra turns of cooldown is enough of a balancing factor for having the effect longer than her.

I don’t know, I don’t play arcade so I don’t understand how mechanics work there. You would be better off asking someone else. And I have shit understanding of game balance, all I can do is look at damage numbers and tell you if they are big or small.

All modern/updated variants of tactics/voyager skills have persistent effects.

Example updated versions: Bedivere, Vlad (Extra)
Example modern version: Jiang Ziya/Taigong Wang (aka other Grand Rider candidate, all 3t), Nemo (INS/Waterside 3t charisma)

I’d add a 3t charisma on to the 1t atk/np/oc. Maybe add waterside field to make Nemo a happy boy.

(Full disclosure: I’d rather see a direct Nemo buff or two and Noah as a costume with new NP animation)

7cd for this is too high, maybe convert the Arcade effect to 1t cd reduction. Not sure what it means as in Arcade you always have all 5 cards of the Servant you’re playing dealt, the only thing that really changes is whether a support (backrow) assists a facecard, and which slot/position they do if so. Maybe it means your hand is redealt if not used in time, but I’ve never seen this happen.

Interest wise I’d prefer something like NPC Olga’s hand stack as this kit is extremely dry/boring due to Arcade’s nature, but you run into a problem there:

Other than the stars on hit Noah has literally no reason to be facecarding. And with how powerful star gain skills are 5 per hit sucks; KoyanDark’s s2 is extremely undertuned off-niche and that part of her effect is worthless.

The only known example of a handstack comes with a synergistic skill 3 to make her special AoE face cards crit more (/semi-support the team) and a star bomb on the hand stack.

If I were trying to make it interesting I’d make his cards (including Extra) apply a special stackable debuff that refunds 20% np per stack for other characters (clearing per card or NP hit - singular card/NP usage not hitcount), and lean into making his VotS provide a 3t charisma and his s3 the Arts buff teamwide.

That gives some semi-support value, but the cards themselves still suck. Maybe something more like Bakin is a better idea? Or make Arts more stupid (just like Lasengle!) and give him 1t of 10% party charge per facecard, a bit like BB’s Extra card effect.

The more dull effective version? Remove the evade (then add a guts on s2), add a star bomb+1t gather+1t crit and the party 10% per swipe then leave the cd at 7 turns. Become beloved Arts God Friends (but worse than Tezca)

Sustained heals of 1k is a bit weak - Da Vinci (Rider) & Kiara (Moon Cancer) come to mind.

This skill has mobile equivalents from year 2, and they both have a decent 3t atk buff and 1t IP grade def buff at a lower rank. I would add 3t 20% atk for self.

If taking the last suggestion for s3 do away with the HoT in exchange for a 3k Guts (up to you if 3t/5t/Kama style).

I know where you lifted these values from but my fundamental problem here is this is the NP that protects the party from Beast VI/S’s world flood attack. Defensively it should be more special than Hanging Gardens, and leaning into what I commented on s2 I feel like the effects + OC should lean into semi-support. Especially considering Tezcatlipoca as a recent Servant, Nemo as being decently semi-supportive, and the fact that Noah is Grand Rider in Arcade.

So suggestion is:
3t Arts res down 20-40% pre-cast
1 hit party invul (1t) & 1t 100% debuff removal resist
3t party def 20%
3t party NP gain 20%


Resultant offensive values:

40-54 atk/55 Arts*/0-14NP for farming loop scenarios presuming no magic resist neg
40-54 atk/55-95 Arts/0-12 NP as a trilooper in a CQ scenario

Semi-supportive values (offensive):
Party 20-34 atk, 30-55 Arts/0-14 NP, depending on whether you squeeze his NP in

Semi-supportive value (defensive/utility):
1 hit invul as hard def support
3t 20% def as soft mitigation support
1t debuff removal resist on NP/3t NP gain as utility support


Even after all of my suggestions I think the result would be functional but boring - I certainly wouldn’t roll it. Especially not after Tezcatlipoca (who I didn’t roll anyway). But this is just a rough pass on a whim!

Most likely a build like this just makes Castoria more invincible than ever; I think multi DPS teams want more upfront batteries/stars.

If you’re to look at existing Servants for inspiration I would say the ones to check at:

Voyager & Nemo for general ideas due to similarity in theming
Tezcatlipoca for modern borkedness
Ryouma Lancer for primary DPS with some tertiary support effects

1 Like

Okay, I’ll look those over and get back to you on them.

In the meanwhile, I’ll post another one, this time one with no Arcade-specific effects.

Santa Helena

Rarity: ★★★★
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Card Spread:
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Noble Phantasm Name: Meteor Snegurochka: A Shooting Star Sparkling Across the Holy Night
Card Type:image
Damage Type: AoE
Effect: Gain critical stars [20 to 40 by overcharge]

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Passive Skills:
Magic Resistance C (increase debuff resistance by 15%)
Riding A (increase Quick card effectiveness by 10%)

Active Skills:

Midwinter Mahatma A
Charges party’s NP gauge by 10% to 20%
Increases own NP damage for 1 time (no specified number, so I’m guessing 30%? Maybe 50%?)
Cooldown 8 to 6 turns

Scuffle on the Snow C+
Increases own Arts effectiveness by 30% to 50% for 1 turn
Grants self Evade for 1 turn
Cooldown 7 to 5 turns

Santa Olcott A+
Increase own Buster effectiveness by 10% to 30% for 3 turns
Increase own critical damage of Buster cards for 1 turn (unspecified amount, any ideas?)
Cooldown 7 to 5 turns

So that’s what we get from mostly direct conversion.
I’ll break each thing down here:

Her NP is just a giant tree on top of the UFO that she typically uses for her NP, and she flies the entire tree into the enemies because she has to find a way to make a mobility NP violent apparently.
Follows her typical pattern of being Arts and AoE, wondering if we should stick to that or try to switch things up for once. Also the only effect currently is a star burst, so that may need a change.

Her first skill is the Winter version of Mahatma, and just like the Summer version of the skill, it combines a part of her Mahatma skill with her Mana Tuning skill. In this case it takes the NP damage buff instead of the stars-per-turn. Since the NP strength on the original Mahatma skill is chance-based, I’m guessing this one is 30% instead of 50% since it’s guaranteed. Though the original Mahatma skill did get buffed, so up for discussion if 50% is fine. Either way they learned to decrease the cooldown unlike the Summer version.

Her second skill is actually copying Sherlock’s Baritsu abilities except for use in snowball fights. Since the effects were the same, I grabbed the same values from Sherlock and dropped the skill cooldown from 8-6 turns down to 7-5 to match Sherlock. If you have a different idea, let me know, but for now I figured I’d avoid giving her a worse form of Sherlock’s skill even if she may be worse at the fighting style.

Her third skill, much like her Summer form, is a themed version of Olcott. It seems while her Summer version is Arts, her Christmas version is Buster. Since it’s a 3 turns effect I estimated it at 30%, though I’m not very familiar with Buster crit damage effects aside from Mash having one, so let me know how to balance that. What’s odd about this is that her NP is still Arts (which sure, she has her second skill) and even more notably she only has one Buster card. So should she get her deck swapped around (though as a Rider she gets a passive Quick card buff as well), or her NP changed, or should this get adjusted into a 1 turn burst with a Buster star gather effect, or should the skill be changed entirely?

Anyway, let me know what you think of her kit and what you would change to have it fit better into FGO.

As a closing tangent, if her regular form’s skill 3 buffs all three cards, her Summer form’s skill 3 is an Olcott that buffs Arts, her Christmas form’s skill 3 is an Olcott that buffs Buster, then what third form should she have with an Olcott that buffs Quick?
The deity her NP is based on is apparently from Venus, so could she potentially be a Foreigner host of Type Venus or something?
Or alternatively she describes an abduction situation where her consciousness was taken to somewhere near Alpha Centauri for a bit and afterward she got her UFO, so could go a slightly different route, but either way I think a Foreigner Helena would be really fitting, as there was even a time she mentioned having another consciousness as a ‘lodger within her’.
If you get any ideas for one, please write it up over in the Servant Design Thread.

Her kit is just flat worse than her (upgraded) regular Caster self - which fits given how long ago she was ported to Arcade.

The other biggie is the s3 Buster crit nuke is a very Arcade effect - they always have her full hand. No one likes Saber Astolfo’s similar skill because of the QQAA deck.

So how would I retheme her?

Make it a Quick crit burst instead, same values as Primordial Rune for 1t, with a 1t Quick star gather tacked on. Orrrr give her Artoria’s deck change effect and make her deck all Quick for the turn (except NP) instead of the gather.

Her NP drops stars anyway, so I’d focus on making her a supportive nuke; add a 20 star bomb and 30% battery onto s2. Cut the evade if you want. This lets her do her own NPQQ burst turn and leave stars behind for the party.

Tune s1 up; party-wide 20% Arts/Quick and 50% crit 3t. This way she hands out some value from her star bomb on NP and the redesigned Quick crit chain.

For the NP:

Add a 1t 100% party stargen on after damage and 10% NP strength pre-cast.

This gives her a coherent design, but 4 star AoE Arts Rider always has the boogey(wo)man that is Habenyan. So it’s worth pulling up Habetrot’s kit and asking if Santa Helena is offering something over her. “What team might I build with Helena that feels better than with Habetrot?”

Wrong kind of outside the domain there; Type-Venus is beyond Earth but not from outside proven reality.

The Foreigners are shrine priestesses to Outer Gods trying to manifest in reality, with Imaginary Number Space the nearest step to their non-existence in concept. Their spirit origins are tailor made (influenced into existence) by Outer Gods.

Ultimate Ones are just the strongest beings of a celestial body, and most including Type-Venus aren’t even self-aware to begin with. They also don’t need a shrine priestess to help them manifest in reality - they’re in this plane and can freely leave their celestial objects as shown in Notes.

The other type of Foreigner is “from beyond the planet” like MHXX, KoyanDark and Kukulkan.

Can you confirm which changes you’re suggesting as buffs to the effects already on the skill and which are complete skill redesigns? It’s not always clear in your descriptions.
Honestly, you could probably use the format that I used to write out the skill effects, that way it would be really clear what you’re adjusting with your version.

Well, to some degree. Her Caster form definitely has more support due to skill 3, but her skill 1 still has an excessively long cooldown especially since it has no added effects to the NP charge. Her skill 3 as well suffers from cooldown issues. In general this version has more buffs for her own damage and seems to be designed as a DPS, whereas her Caster form is a support that can also nuke a wave with her NP. Her Summer form lands somewhere in-between, being mostly designed as a DPS, but with her first skill and her NP buff she supports a little more than the Christmas version, which is ironically mostly selfish.

As said:

S1 needs some teams arts/quick added as the selfish kit is of no value and doesn’t fit her previous mobile version themes. I also suggested adding team crit up e.g. 40% like Hans so her allies have something to do with the stars.

S2 is mostly fine, but would probably be better off as NP damage burst like her Caster self as her buff total will fall behind Habetrot. I would add 30% battery to it so she matches up to her enhanced Caster self.

S3 needs a full redesign because she isn’t packing an AABB deck and a better variant on Saber Astolfo is much maligned. My suggestion was to make it a skill aimed at an NPQQ crit chain with 1t Primordial Rune grade stats, and either a Q gather or “make my facecards all Q.”

The NP needs additional effects as by modern standards it doesn’t do enough. She is directly competing with Habetrot for a spot on a team!

Look at this - it’s just flat better in every way:

Habetrot also offs herself if needed, hands off fantastic buffs to females and packs an 80% battery.

Whatever adaptation you settle on has to answer the question “What does Helena Sahta do that I wouldn’t just be better off bringing Habenyan for?” My initial suggestion is some teams buffs and a crit burst aimed at handing off to allies after taking out something too big for her NP, but remember that Habetrot hands off stars and can kill herself if desired.

Okay, going through these one at a time, so starting with Nemo.

Sure, all updated Tactics skills get bumped up to 3 turns, but unfortunately we still have never gotten a Voyager of the Storm buff, so there isn’t a clear precedent.
The only example of an improved version of a Voyager skill is Nemo, and the 3 turn effect is locked behind a niche field effect. So Noah’s Voyager skill having a third effect and a more convenient setup for the NP Strength effect already fits in with the current balance with Nemo’s improved Voyager skill.
Hopefully we do get some buffs later on, but for now this is the current state of balance.
And while Jiang Ziya/Taigong Wang does have similar values and higher uptimes, looking into the skill it is a Tactics variant rather than a Voyager variant, it just adjusted the values to balance having a third effect alongside increasing the cooldown by 2. And since Noah’s skill cooldown is set to the Arcade equivalent of 7-5 turns (70 to 50 seconds) I left that as is since again it matches Nemo’s similar skill.
So for now I think I’ll just leave this one as is.

Unless the wiki is incorrect, Da Vinci Rider has 1k heals, so it’s just Kiara that has 2k heals.
I might adjust it a bit, either increasing the initial heal to 3k or increasing the heals-per-turn to 1.5k or so.

Sure, but I think the idea was that the attack and defense effects got dropped for the heal-per-turn and the large NP charge. Which is also probably why the cooldown is longer, while Protection of the Faith skills are usually 7-5 turns.
Interestingly, the cooldown in Arcade is 90-60 seconds, so up for debate whether it’s 9-7 turns or 8-6 turns, I settled for 8-6 with the effects I had, but if the effects are buffed it may need to increase to 9-7.

Personally I’d like to avoid giving him Guts, since that would be very similar to Nemo and also Noah doesn’t have any basis for a Guts effect. However, I’m considering moving his 1 time Evade over to this skill so that there’s more of a clean separation with his skill 2 being defensive/self NP charge and his skill 3 being offensive.

I think the implication is that the Arcade effect is strong enough to warrant the cooldown, perhaps because like you mentioned the star-per-hit may be higher combined with Arcade giving access to all your cards. So will depend what effects we choose for what the cooldown ends up as.

What if I increase the stars-per-hit and give another offensive buff? Additionally there isn’t a listed attack value or what his internals/card hit counts are, so kinda hard to say that you don’t want to facecard with him.

I agree with the majority of this, I think it would be fitting. If we do end up needing to drop anything, honestly it would be the defense buff since invulnerability makes more sense.
Only difficulty is the Arts resist down.
The reason that I set it to 20%-40% is because the time values on Arcade were the equivalent of 1 turn so I checked the values of 1 turn off of NP and those were the values. If we shift it to 3 turns, then it would go down to 10%-30% like the other AoE NPs that reduce Arts resist for 3 turns.
So depends if we want him oriented around being the start of a more powerful Arts AoE NP burst turn or if we want him setting up the debuff equivalent of a 3 turn AoE Arts buff for his allies to make use of. Either way it plays more of a role in boss fights than wave clearing due to being a debuff.
The other thing is that making him an effective semi-support is a bit difficult with two of his skills being so selfish in lore, but I’ll try to use a loophole with skill 3 along with the NP buff to try to make it work.

With that discussed, I’ll try writing up an adjusted version:

Nemo/Noah version 2

Nemo/Noah

Rarity: ★★★★★
image
Card Spread:
imageimageimageimageimage

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Noble Phantasm Name: Noah’s Ark: The Ark Ship of Noah A+
Card Type:image
Damage Type: AoE
Effect: Decrease Arts resist of enemies for 1 turn [20% to 40% by overcharge, activates first], party invincibility [1 time, 1 turn], 100% debuff removal resist for 1 turn, party 20% NP Gain buff for 3 turns

image
Passive Skills:
Magic Resistance B (increase debuff resist by 17.5%)
Riding A (increase Quick card effectiveness by 10%)
Independent Action EX (increase critical strength by 12%)
Divinity B (gain damage plus 175)

Active Skills:

Voyager of Salvation B
Increase party NP Strength by 7% to 14% for 1 time
Increase party Attack by 7% to 14% for 1 turn
Overcharge party NP by 1 for 1 time, 3 turns
Cooldown 7 to 5 turns

Protection of the Faith EX
Increase own Debuff Resist by 50% to 100% for 3 turns
Recovers own HP by 1000 to 2500
Recovers own HP per turn by 500 to 1500 for 3 turns
Increase own NP Gauge by 20% to 40%
Grants self Evasion for 1 time
Cooldown 8 to 6 turns

Zohar’s Glowing Stone EX
Increase own Arts card effectiveness by 10% to 30% for 3 turns
Increase party attack by 10% to 20% for 3 turns
Grants self On-Attack-Activate buff for 3 turns (gain 10 critical stars when attacking)
Command Cards of a selected ally will not be drawn [3 turns]
Cooldown 9 to 7 turns

Alternate take on skill 3:

Zohar’s Glowing Stone EX
Increase own Arts card effectiveness by 10% to 30% for 3 turns
Increase party attack by 10% to 20% for 3 turns
Gain 10 critical stars
Gain critical stars per turn [5-10 stars] for 2 turns
Cooldown 8 to 6 turns

Alternate take is basically if we kick out the on-attack stars that work better in Arcade for the more typical passive feature in Mobile and drop the cooldown a bit.

Also I ended up dropping the defense buff on the NP since 5 different significant effects alongside damage was feeling like it was piling up quite a bit and I wasn’t seeing a parallel in even more recent servants, while 4 effects seemed more reasonable. Left the Arts Resist at 1 turn as well in this take since I thought it made more lore sense, since it makes the Flood attack hit harder but then after that point the divine judgement has passed. Entertainingly it seems like he might fit well with Johanna, especially the star-on-attack version since the Arts star gather would help enable that.

In any case, still not sure on this version, but it mostly feels like it isn’t too packed with effects or contradicting lore, and the changes from Arcade feel reasonable at the moment.

I’ll get back to Santa Helena, but first with the recent announcement of Tiamat Larva being the Arcade servant from the crossover I have more limited time to make a direct conversion and then make predictions of how her kit will be.

So I’ll start with the direct conversion:

Tiamat Larva (no adjustments)

Name: Tiamat (Larva)
Rarity: ★★★★★
Class: image

Card Spread: imageimageimageimageimage

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Noble Phantasm Name: Nammu Duranki - O’ Resolute Child, Defy the Laws of Creation
Card Type: image
Damage Type: AoE
Effect: Remove own Debuffs (activates first), increase own Buster card effectiveness [20% to 60% by overcharge] for 3 turns (activates first)

image
Passive Skills:
Authority of the Beast C (increase own critical dmg by 10%)
Independent Manifestation D (increase critical dmg, death resist and mental debuff resist by 4%)
Goddess’ Essence EX (increase own dmg by 300, increase own debuff resist by 30%)
Infantile Regression A (increase own NP gauge by 2.5% per turn)

Active Skills:

Eye of Blue Star B
Nullify all enemies’ ability to get a critical for 3 turns
Chance to apply ‘Nullify Healing’ to all enemies for 3 turns (80% to 100% by level)
Cooldown 10 to 8 turns

Eye of Red Star B
80% chance to stun all enemies for 1 turn
80% chance to inflict Curse on all enemies for 3 turns (500 to 1000 dmg by level)
Cooldown 10 to 8 turns

Sea of Blue Stars A
Heals all allies (500 to 1500 HP by level)
Charge NP gauge of all allies by 5%
Cooldown 4 to 2 turns

Explanations for the values I had to add since they were missing:

  • NP had no listed values for the Buster buff, though it was the only thing on there that could scale so it had to be the overcharge effect, so I snatched it from Kingprotea’s NP. Sure, it’s active for 3 turns instead of 1, but considering the lack of offensive buffs on Tiamat and Kingprotea getting an extra 20% by having Growth I figured it was fine.
  • Passives are simple deduction from other rank versions of them :fgo_elementarymydear:
  • Chance for Healing Nullification of first skill I guessed based on high turn count and general usefulness
  • Stun chance and curse chance of second skill I guessed based on comparison to other AoE stun skills, high cooldown, potential for neither effect to trigger, and there being no listed scaling for the chance unlike the first skill

Since a direct conversion isn’t that great due to lack of reliable effects, wild cooldown situations (in both directions), and general weird/lacking lore aspects, here’s my adjusted version:

Tiamat Larva (with my adjustments)

Name: Tiamat (Larva)
Rarity: ★★★★★
Class: image

Card Spread: imageimageimageimageimage

image
Noble Phantasm Name: Nammu Duranki - O’ Resolute Child, Defy the Laws of Creation
Card Type: image
Damage Type: AoE
Effect: Remove own Debuffs (activates first), increase own Buster card effectiveness [20% to 60% by overcharge] for 3 turns (activates first), inflict Buff Block on all enemies for 1 time

image
Passive Skills:
Authority of the Beast C (increase own critical dmg by 10%)
Independent Manifestation D (increase critical dmg, death resist and mental debuff resist by 4%)
Goddess’ Essence EX (increase own dmg by 300, increase own debuff resist by 30%)
Infantile Regression A (increase own NP gauge by 2.5% per turn)

Active Skills:

Sealing Eyes A
70% chance to Stun all enemies
Reduce the healing received by all enemies for 3 turns (30% to 50% by level)
Reduce the crit rate of all enemies for 3 turns (10% to 30% by level)
Inflict Evil Curse on all enemies for 3 turns (50% to 100% dmg increase by level)
Cooldown 8 to 6 turns

Sea of Blue Stars A
Heals all allies (1000 to 3000 HP by level)
Charge NP gauge of all allies by 20%
Cooldown 7 to 5 turns

Monstrous Strength EX → Primordial Chaos EX
Increase own attack for 3 turns (20% to 40% by level)
Grant self on-attack-Activate debuff for 3 turns (inflicts Curse with 500 dmg for 3 turns when normal attacking)
Cooldown 7 to 5 turns

Explanation for adjustments:

  • Added 1 time Buff Block to the NP since that’s what the NP did as an enemy and it’s the same NP
  • Increased the values and cooldown of Sea of Blue Stars to balance it
  • Merged the two eye skills into one skill and adjusted the effects slightly for lower cooldown, mainly because both were weak on their own and also ironically their effects closer matched the opposite eye for the enemy version of these skills (there’s probably an optometry joke to be made here), so this is how I resolved it. Adjusted the curse effect into Evil Curse when I came up with skill 3.
  • Gave her the Monstrous Strength skill that she is said to have according to Kingprotea’s lore, and auto-upgraded it. Kinda took the idea of her being in adult form in third ascension to lean into her having more access to her Beast powers and gave her Curse-on-attack like she had as a boss (this is actually where the curse effect of the eye skill is from, so I went back to the roots in this take)

This version tries to find the middle ground between the more support/debuff oriented Arcade design and the more offensive aspects of the character we see in Kingprotea and Tiamat’s boss form in order to capture a bit of everything.

And just to cover my bases a little bit due to potential lore conflict, here’s a second take on it with adjustments:

Tiamat Larva (with adjustments take 2)

Name: Tiamat (Larva)
Rarity: ★★★★★
Class: image

Card Spread: imageimageimageimageimage

image
Noble Phantasm Name: Nammu Duranki - O’ Resolute Child, Defy the Laws of Creation
Card Type: image
Damage Type: AoE
Effect: Remove own Debuffs (activates first), increase own Buster card effectiveness [20% to 60% by overcharge] for 3 turns (activates first), inflict Buff Block on all enemies for 1 time

image
Passive Skills:
Authority of the Beast C (increase own critical dmg by 10%)
Independent Manifestation D (increase critical dmg, death resist and mental debuff resist by 4%)
Goddess’ Essence EX (increase own dmg by 300, increase own debuff resist by 30%)
Infantile Regression A (increase own NP gauge by 2.5% per turn)

Active Skills:

Sealing Eyes A
70% chance to Stun all enemies
Reduce the healing received by all enemies for 3 turns (30% to 50% by level)
Reduce the crit rate of all enemies for 3 turns (10% to 30% by level)
Inflict Curse on all enemies for 3 turns (500 to 1000 dmg by level)
Cooldown 8 to 6 turns

Self-Proclaimed Protector of Humanity B
500% Chance to draw attention of all enemies to self for 1 turn
Increase own defense for 1 turn (20% to 40% by level)
Increase own NP Strength for 3 turns (10% to 20% by level)
Cooldown 7 to 5 turns

Sea of Blue Stars A
Heals all allies (1000 to 3000 HP by level)
Charge NP gauge of all allies by 20%
Cooldown 7 to 5 turns

Explanation for adjustments:

  • NP is the same, I left the Buff Block in
  • First skill is the same as my first take, just with Curse rather than Evil Curse, so closer to the Arcade design while the other is closer to the Boss design
  • Got rid of Monstrous Strength in this version in case that’s off-limits by her being unable to grow to extreme size except in her NP, since that’s a bit unclear
  • Second skill is based on Tiamat Larva’s mentality to protect humanity as a mother, she takes the hits for her children and then readies a counter-attack, as her main specialty in defense is annihilating the enemies so they can’t hurt her children anymore, plus Kingprotea has an NP Strength buff, so it’s a way of borrowing from Monstrous Strength while keeping it confined to her NP
  • Sea of Blue Stars is the same as in my other version

This version hones in on the mother mentality in her lore, with her first skill restricting/punishing the enemies, her second skill being her determination to protect humanity, her third skill being her doting on her children, and her NP being the reason others really don’t want to tick off your mom.

Let me know what you think of these, which one you like better, and if you have any suggestions to adjust these or ideas/predictions for your own concept of how the character kit will end up.

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Take 2 reminds me of a Buster Jinako, basically a support tanker who happens to have an offensive NP. At least her Np’s Buster steroid and class advantage gives her a little more oomph than Jinako.

Take 1 is definitely a more balanced hybrid support/DPS. Probably the version I’d prefer personally. If my unit is going to have a very support oriented kit, I’d rather their NP be supportive as well to make the most use out of that niche.

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