TRPG Talk: Stella Knights of the Silver Sword, Morning Glory Data Edition
Before we dive into the main topic, let's summarize the prerequisites!
1. If you're going to attack, hit them hard with 1 charge die.
2. Try to move at least 2 squares.
3. If possible, it's useful to prepare countermeasures for omens using any spare slots.
1. Here is the main topic!
Data on Morning Glory
1.1
The discussion proceeds under the premise that you have decided to use the Morning Glory flower and will take the majority of your skills from it. It's quite capable, but while it received many color enhancements, the flower itself remains largely unchanged, with a few exceptions. Therefore, it might not be that strong in the Libra Garden environment. However, it is a flower that can definitely fight, with a good balance of attacks, movement, and defense. There is no doubt about it. You can make it work.
No. 1: Super strong.Ridiculously strong. Definitely use it for anti-area attacks. If in doubt, take this. The star mark is doing its job.
No. 3: The order is unique, but it's one of the standout skills. It's just plain strong, so I think you can just take it for now. For some reason, it even got an upward adjustment.
No. 4: A resurrection-type skill that raises the survival ability of the party. It should function well if you bring healing for your allies. Probably. I intend to focus on the three above. See below for evaluations of the other two.
No. 2: In this game, battles rarely drag on, and the recovery conditions are strict, so it's being declared out of contention this time. They say it's stronger to attack twice.
No. 5: What's written sounds strong, but the situation where the latter effect activates rarely happens, and even if it does, it's a drop in the bucket, so I think it's basically a skill you take for the first effect. Since there are parts that No. 1 cannot cover, it's not bad, but it pales in comparison to the others here. Morning Glory is strong overall, so as a result, it became a candidate to be left out. It has a place if you're using other flowers.
2. What colors to add?
2.1
■ Black 2, No. 8
■ Red 1, No. 3
■ White 2, No. 3
It's the so-called "the usual stuff." I think it needs no explanation by now. If you kill them before they kill you, you win.
2.2
Blue 2, No. 7
It's a build with Morning Glory 3 from Blue 2, and the always-useful Blue 7. Morning Glory also has generous self-defense, so it's easy to compensate for the low base durability to some extent. A recommended combination.
The four above are weak against stage effects, so you need your allies to compensate for that. However, Morning Glory's No. 1 is an amazing thing that somehow also handles stage effects, so just having it in your hand provides a great sense of security.
2.3
Pale Green 3, No. 4
Although it takes a turn, it's excellent data that can also handle support. Is the firepower a bit lacking?
If you change No. 4 to No. 1 or No. 2, it becomes a firepower-type rather than a support-type. The No. 2 used by the PL is quite powerful.
2.4
Amber 3, No. 5
It's a format very similar to the green support-type, but this one is easier to use as a pure support/interference type. Just be careful, as it really doesn't output much firepower.
In conclusion.
For now, if you just take number 1, it's strong, Morning Glory.
Next is Anemone... skipping that,skipping a whole bunch of things, Camellia.
The flowers in between cannot be used as a main, so I will introduce them in an article focusing mainly on colors. It was impossible.
