Ffrk Inheritance Slot

4/3/2022by admin
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Magicites are units that can be equipped by your team, granting them different kinds of bonifications in the process. The one placed in the Main Magicite slot can be summoned in battle, providing the team with a special effect and acting every few seconds. They are obtained by defeating Magicite Bosses, but these fights are only available once the player has completed all the Nightmare Dungeons.

While the 1★ and 2★ Magicites drop depending on the time of clearance, the others drop randomly. As you use resources each time you clear a Magicite Fight, if you want a certain Magicite to drop, it is adviceable to download a Drop Tracker (like FFRKompanion) to see what you are getting before wasting any time. If the drop is not what you want, you can just leave and go back in until the Magicite you desire shows up. You do not lose any resources if you do not kill the boss.

Once you get them, Magicites need to be leveled up. When they level up, their stats increase and their passives improve. Their stats are used to determine the gain of a certain stat when receiving Boon passives (refer to Magicite Effects to know more). They are also used to strengthen the Main Magicite’s moveset.

They receive experience if they are equipped when you fight a battle. They do not need to be used in order to receive experience. They receive experience as characters do: split in equal parts between all units. You can also level them up by using Arcana, but this is a more limited resource (not as common as Growth Eggs).

When they get to level 99, they are able to use the Magicite Inheritance system. With the Inheritance system you can give to level 99 Magicites more stat points and a passive of your choice. If you are interested in seeing how this works, check this guide out. If you are a newer player, you should disregard this for a while.

Pages you should read:

There is no such thing as a perfect deck. A perfect deck is the one that works for you and helps you clear the hardest content. At the end of the day, every player has different Soul Breaks, abilities and resources overall. The aim of this page is to give you insight and example decks so you can build your own. If you feel lost with the terms, check the Magicite Effects page out.

Offensively, what do I need to care about?

In terms of Ultra Moves:

  1. Lower Elemental Resistance entries (Imperil) are the best at increasing your damage. In Magicite scenarios (where the bosses have 50% weaknesses), using this entry provides you with a 13% damage increase.
  2. Increase Elemental Damage entries (Minor Buff Element) are an alternative to the previous ones. The main issue with these (leaving aside the fact that the buff is weaker and lasts less) is that their effectiveness is diminished by additivity by very common buffs like EnElement, Gear and Chain Field bonuses.

The only scenario where the second would be better than the first is if the boss has a full weakness or it is about to.

In terms of passives:

  1. Empower Element. This passive is the most important of all (since it multiplies your damage by a considerably high amount). You want at least 2 of these in your deck (but 3 would be optimal).
  2. Hand of Vigor. This one is a really close second. Even though having 3 would be great, as this passive is not inheritable, it might not be a good idea (unless you are so invested in the inheritance system that you can afford to bring three of these). Having 2 copies of Evrae in your deck, however, will do the job perfectly well.
  3. Precise/Deadly Strikes. If you have a Crit Chance modifier, these two will be quite useful.
  4. Attack/Magic/Mind Boons. These are always nice to have, specially if you are using 30% Stat Buffs instead of 50% ones. However, in the 4★ Magicite era, every Magicite with Empower Element has a Stat Boon attached to it, so you do not need to actively look for the effect.
  5. Fast Act. Its effect is barely noticeable and the four above are way better options.

Hand of Vengeance and Damage Drive are as good as Hand of Vigor, but personally I do not like them since you have to give up something (HP in the case of Hand of Vengeance, Soul Break Generation for Damage Drive).

And defensively?

In terms of Ultra Moves:

  1. Raise Elemental Resistance entries (Medium Resist Element) are the most effective at keeping you safe as long as you are not getting Imperil’d to death. If that is the case, the next one would be the most fit.
  2. Reduce Elemental Damage entries (Medium Debuff Element).

In terms of passives:

  1. Dampen Element. Since you will most likely have Elemental Resist on your accessories, having these is not needed. However, if you bring one of the Ultra Moves quoted above, you will most likely get one of these. If you want to have an extra layer of defense, having 2 is a good choice.
  2. Blade/Spell Ward. This passive is not as good as the previous one, but since they are usually together, it is a good addition to the pack.
  3. Defense/Resistance/Health Boon. If you bring your own defensive buffs (Wall + Protect/Shell), you will not be needing these ones too much.

So, how do I build a balanced deck?

You do not need to build a perfectly balanced deck for every type of content, you just have to make sure that it covers your actual needs. In my opinion, a generally balanced deck for Magicite content would be formed by 3 offensive Magicites and 2 defensive ones. The one to use as the Main Magicite would depend on you.

Offensive Magicite Decks

Once you have gotten a general idea of what is good to use, the following list of decks shows how far you can go offensively. However, there are some things to take into account:

  • When it comes to saying how much Attack/Magic/Mind you would receive with the respective Attack/Magic/Mind boons, these calculations take into account level 99 Magicites with fully augmented stats. This means that 3* Magicites receive +59 extra stat points, while 4* Magicites receive +69 extra stat points. If you want to know more about stat inheritance, check Enlir’s guide out.
  • In the Hand of Vigor/Damage Drive decks, the amount of Attack/Magic displayed is the one that belongs to Evrae (Hand of Vigor). If you choose Zombie Dragon (Damage Drive), the Attack bonus would be lower (since Zombie Dragon has a lower Attack stat than Evrae) but the Magic one would be higher (since Zombie Dragon has a higher Magic stat than Evrae).
  • When Marilith is used outside of Fire decks, you can also use Catastrophe instead. Also, when Isgebind is used outside of Ice decks, you can also use Silver Dragon instead.

Fire Decks

Damage wise, Mom Bomb, Marilith and Bomb King are the Fire Magicites we have to consider. Mom Bomb is still key due to the Fire Imperil on entry, while the other two are great stat and element boosters.

Are you interested in the Inheritance system? Some extra slot suggestions:

  • Mom Bomb: Level 15 Empower Fire (from a level 99 Marilith or Bomb King).

Since Mom Bomb is going to be our Main Magicite in every Fire deck (physical and magical), Empower Fire is the best passive we could inherit (so both metas get a bonus). By doing it, the Fire boost from the decks below would increase up to a 28% (extra 3%). If you are not going to be using both metas, inherit a passive of your choice.

  • Marilith: Level 8 Precise/Deadly Strikes (from a level 99 Isgebind/Silver Dragon/Mimic Queen or Marilith/Catastrophe/Ixion).

Marilith/Catastrophe are magicites used in every elemental deck as Crit Damage boosters, so you have got a choice to make. You could either boost your Crit Damage buff even further (from 8% to 12%) or inherit a Crit Chance buff (8% as well). If you boost your Crit Damage buff for both copies, the Crit Damage buff from the decks below would increase up to a 15% (3% extra). If you give them the Crit Chance buffs, you would get an extra 12% (except for the Crit Chance Bonus deck, where it would increase up to a 15%).

  • Bomb King: Level 15 Magic Boon/Level 8 Fast Act (from any level 80 4-star Magicite with Magic Boon or Sylph/Midgardsormr/Garuda).

If you have problems getting to the Magic softcap (or want to bring less Magic buffs), give Bomb King a level 15 Magic Boon. By doing it, the Magic boost from the Magical Hand of Vigor/Damage Drive deck would increase up to 233 (from 198). If you do the same with another Bomb King, the Magic boost would increase up to 250. It is not worth it to inherit that passive if you are going to bring Garuda. If you do not need as much Magic, you could get Fast Act.

PHYSICAL – CRIT CHANCE BONUS

MainSubSubSubSub
Mom BombMarilithMarilithIsgebindIsgebind
  • Bonuses: 25% Fire Boost, 29% Attack Boost (262 Attack), 12% Crit Damage, 12% Crit Chance.
  • Other bonuses: 23% Ice/Wind Boost.

PHYSICAL – HAND OF VIGOR/DAMAGE DRIVE

MainSubSubSubSub
Mom BombMarilithMarilithEvrae or Zombie DragonEvrae or Zombie Dragon
  • Bonuses: 25% Fire Boost, 29% Attack Boost (262 Attack), 12% Crit Damage, 15% Hand of Vigor/Damage Drive.
  • Other bonuses: 23% Holy/Dark Boost.

MAGICAL – FAST ACT

MainSubSubSubSub
Mom BombBomb KingBomb KingGarudaGaruda
  • Bonuses: 25% Fire Boost, 29% Magic Boost (253 Magic), 12% Cast Time Reduction.
  • Other bonuses: 23% Lightning Boost, 10% Attack Boost, 8% Health Boon.

MAGICAL – HAND OF VIGOR/DAMAGE DRIVE

MainSubSubSubSub
Mom BombBomb KingBomb KingEvrae or Zombie DragonEvrae or Zombie Dragon
  • Bonuses: 25% Fire Boost, 23% Magic Boost (198 Magic), 15% Hand of Vigor/Damage Drive.
  • Other bonuses: 23% Holy/Dark Boost, 23% Attack Boost, 8% Health Boon.

Ice Decks

Damage wise, Wendigo, Isgebind and Dullahan are the Ice Magicites we have to consider. Wendigo is still key due to the Ice Imperil on entry, while the other two are great stat and element boosters.

Are you interested in the Inheritance system? Some extra slot suggestions:

  • Wendigo: Level 15 Empower Ice (from a level 99 Isgebind or Dullahan).

Since Wendigo is going to be our Main Magicite in every Ice deck (physical and magical), Empower Ice is the best passive we could inherit (so both metas get a bonus). By doing it, the Ice boost from the decks below would increase up to a 28% (extra 3%). If you are not going to be using both metas, inherit a passive of your choice.

  • Isgebind: Level 8 Deadly/Precise Strikes (from a level 99 Marilith/Catastrophe/Ixion or Isgebind/Silver Dragon/Mimic Queen).

Isgebind/Silver Dragon are magicites used in every elemental deck as Crit Chance boosters, so you have got a choice to make. You could either boost your Crit Chance buff even further (from 8% to 12%) or inherit a Crit Damage buff (8% as well). If you boost your Crit Chance buff for both copies, the Crit Chance buff from the decks below would increase up to a 15% (3% extra). If you give them the Crit Damage buffs, you would get an extra 12% (except for the Crit Damage Bonus deck, where it would increase up to a 15%).

  • Dullahan: Level 15 Magic Boon/Level 8 Fast Act (from any level 80 4-star Magicite with Magic Boon or Sylph/Midgardsormr/Garuda).

If you have problems getting to the Magic softcap (or want to bring less Magic buffs), give Dullahan a level 15 Magic Boon. By doing it, the Magic boost from the Magical Hand of Vigor/Damage Drive deck would increase up to 219 (from 203). If you do the same with another Dullahan, the Magic boost would increase up to 235. It is not worth it to inherit that passive if you are going to bring Garuda. If you do not need as much Magic, you could get Fast Act.

PHYSICAL – CRIT DAMAGE BONUS

MainSubSubSubSub
WendigoIsgebindIsgebindMarilithMarilith
  • Bonuses: 25% Ice Boost, 29% Attack Boost (282 Attack), 12% Crit Chance, 12% Crit Damage.
  • Other bonuses: 23% Fire/Earth Boost, 10% Magic Boost.

PHYSICAL – HAND OF VIGOR/DAMAGE DRIVE

MainSubSubSubSub
WendigoIsgebindIsgebindEvrae or Zombie DragonEvrae or Zombie Dragon
  • Bonuses: 25% Ice Boost, 29% Attack Boost (291 Attack), 12% Crit Chance, 15% Hand of Vigor/Damage Drive.
  • Other bonuses: 23% Holy/Dark Boost, 10% Magic Boost.

MAGICAL – FAST ACT

MainSubSubSubSub
WendigoDullahanDullahanGarudaGaruda
  • Bonuses: 25% Ice Boost, 29% Magic Boost (238 Magic), 12% Cast Time Reduction.
  • Other bonuses: 23% Lightning Boost, 8% Magic Damage Reduction.

MAGICAL – HAND OF VIGOR/DAMAGE DRIVE

MainSubSubSubSub
WendigoDullahanDullahanEvrae or Zombie DragonEvrae or Zombie Dragon
  • Bonuses: 25% Ice Boost, 25% Magic Boost (203 Magic), 15% Hand of Vigor/Damage Drive.
  • Other bonuses: 23% Holy/Dark Boost, 23% Attack Boost, 8% Magic Damage Reduction.

Wind Decks

Damage wise, Silver Dragon and Tiamat are the Wind Magicites we have to consider. As there is no Imperil Wind yet, Tiamat is the best option for damage dealing (Minor Wind Buff). The effect lasts less time and it is worse than an Imperil in most cases, but it is the best offensive Wind ultra we can take with us.

Are you interested in the Inheritance system? Some extra slot suggestions:

  • Silver Dragon: Level 8 Deadly/Precise Strikes (from a level 99 Marilith/Catastrophe/Ixion or Isgebind/Silver Dragon/Mimic Queen).

Silver Dragon/Isgebind are magicites used in every elemental deck as Crit Chance boosters, so you have got a choice to make. You could either boost your Crit Chance buff even further (from 8% to 12%) or inherit a Crit Damage buff (8% as well). If you boost your Crit Chance buff for both copies, the Crit Chance buff from the decks below would increase up to a 15% (3% extra). If you give them the Crit Damage buffs, you would get an extra 12% (except for the Crit Damage Bonus deck, where it would increase up to a 15%).

  • Tiamat: Level 15 Empower Wind (from a level 99 Silver Dragon or Tiamat).

Since Tiamat is going to be our Main Magicite in every Wind deck (physical and magical), Empower Wind is the best passive we could inherit (so both metas get a bonus). By doing it, the Wind boost from the decks below would increase up to a 29% (extra 2%). If you are not going to be using both metas, inherit a passive of your choice.

PHYSICAL – CRIT DAMAGE BONUS

MainSubSubSubSub
TiamatSilver DragonSilver DragonMarilithMarilith
  • Bonuses: 27% Wind Boost, 29% Attack Boost (291 Attack), 12% Crit Chance, 12% Crit Damage.
  • Other bonuses: 23% Fire/Earth Boost, 15% Magic Boost, 5% Physical Damage Reduction.

PHYSICAL – HAND OF VIGOR/DAMAGE DRIVE

MainSubSubSubSub
TiamatSilver DragonSilver DragonEvrae or Zombie DragonEvrae or Zombie Dragon
  • Bonuses: 27% Wind Boost, 29% Attack Boost (301 Attack), 12% Crit Chance, 15% Hand of Vigor/Damage Drive.
  • Other bonuses: 23% Holy/Dark Boost, 15% Magic Boost, 5% Physical Damage Reduction.

MAGICAL – FAST ACT

MainSubSubSubSub
TiamatTiamatTiamatGarudaGaruda
  • Bonuses: 27% Wind Boost, 30% Magic Boost (252 Magic), 12% Casting Time Reduction.
  • Other bonuses: 23% Lightning Boost, 9% Physical Damage Reduction.

MAGICAL – HAND OF VIGOR/DAMAGE DRIVE

MainSubSubSubSub
TiamatTiamatTiamatEvrae or Zombie DragonEvrae or Zombie Dragon
  • Bonuses: 27% Wind Boost, 27% Magic Boost (223 Magic), 15% Hand of Vigor/Damage Drive.
  • Other bonuses: 23% Holy/Dark Boost, 23% Attack Boost, 9% Physical Damage Reduction.

Earth Decks

Damage wise, Shell Dragon, Catastrophe (Catastr.) and Midgardsormr (Midgard.) are the Earth Magicites we have to consider. Shell Dragon is still key due to the Earth Imperil on entry, while the other two are great stat and element boosters.

Are you interested in the Inheritance system? Some extra slot suggestions:

  • Shell Dragon: Level 15 Empower Earth (from a level 99 Catastrophe or Midgardsormr).

Since Shell Dragon is going to be our Main Magicite in every Earth deck (physical and magical), Empower Earth is the best passive we could inherit (so both metas get a bonus). By doing it, the Earth boost from the decks below would increase up to a 28% (extra 3%). If you are not going to be using both metas, inherit a passive of your choice.

  • Catastrophe: Level 8 Precise/Deadly Strikes (from a level 99 Isgebind/Silver Dragon/Mimic Queen or Marilith/Catastrophe/Ixion).

Catastrophe/Marilith are magicites used in every elemental deck as Crit Damage boosters, so you have got a choice to make. You could either boost your Crit Damage buff even further (from 8% to 12%) or inherit a Crit Chance buff (8% as well). If you boost your Crit Damage buff for both copies, the Crit Damage buff from the decks below would increase up to a 15% (3% extra). If you give them the Crit Chance buffs, you would get an extra 12% (except for the Crit Chance Bonus deck, where it would increase up to a 15%).

  • Midgardsormr: Level 15 Magic Boon (from any level 80 4-star Magicite with Magic Boon).

If you have problems getting to the Magic softcap (or want to bring less Magic buffs), give Midgardsormr a level 15 Magic Boon. By doing it, the Magic boost from the deck below would increase up to 210 (from 178). If you do the same with another Midgardsormr, the Magic boost would increase up to 225.

PHYSICAL – CRIT CHANCE BONUS

MainSubSubSubSub
Shell DragonCatastr.Catastr.IsgebindIsgebind
  • Bonuses: 25% Earth Boost, 29% Attack Boost (282 Attack), 12% Crit Damage, 12% Crit Chance.
  • Other bonuses: 23% Ice/Wind Boost, 10% Defense Boost.

PHYSICAL – HAND OF VIGOR/DAMAGE DRIVE

MainSubSubSubSub
Shell DragonCatastr.Catastr.Evrae or Zombie DragonEvrae or Zombie Dragon
  • Bonuses: 25% Earth Boost, 29% Attack Boost (282 Attack), 12% Crit Damage, 15% Hand of Vigor/Damage Drive.
  • Other bonuses: 23% Holy/Dark Boost, 10% Defense Boost.

MAGICAL – HAND OF VIGOR/DAMAGE DRIVE

MainSubSubSubSub
Shell DragonMidgard.Midgard.Evrae or Zombie DragonEvrae or Zombie Dragon
  • Bonuses: 25% Earth Boost, 23% Magic Boost (178 Magic), 12% Cast Time Reduction, 15% Hand of Vigor.
  • Other bonuses: 23% Holy/Dark Boost, 23% Attack Boost, 10% Defense Boost.

Lightning Decks

Damage wise, Hydra, Mimic Queen and Garuda are the Lightning Magicites we have to consider. Hydra is still key due to the Lightning Imperil on entry, while the other two are great stat and element boosters.

Are you interested in the Inheritance system? Some extra slot suggestions:

  • Hydra: Level 15 Empower Lightning (from a level 99 Mimic Queen or Garuda).

Since Hydra is going to be our Main Magicite in every Lightning deck (physical and magical), Empower Lightning is the best passive we could inherit (so both metas get a bonus). By doing it, the Lightning boost from the decks below would increase up to a 27% (extra 4%). If you are not going to be using both metas, inherit a passive of your choice.

  • Mimic Queen: Level 8 Deadly/Precise Strikes (from a level 99 Marilith/Catastrophe/Ixion or Isgebind/Silver Dragon/Mimic Queen).

Mimic Queen could be used in every elemental deck as a Crit Chance booster, so you have got a choice to make. You could either boost your Crit Chance buff even further (from 8% to 12%) or inherit a Crit Damage buff (8% as well). If you boost your Crit Chance buff for both copies, the Crit Chance buff from the decks below would increase up to a 15% (3% extra). If you give them the Crit Damage buffs, you would get an extra 12% (except for the Crit Damage Bonus deck, where it would increase up to a 15%).

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  • Garuda: Level 15 Magic Boon (from any level 80 4-star Magicite with Magic Boon).

If you have problems getting to the Magic softcap (or want to bring less Magic buffs), give Garuda a level 15 Magic Boon. By doing it, the Magic boost from the deck below would increase up to 220 (from 187). If you do the same with another Garuda, the Magic boost would increase up to 236.

PHYSICAL – CRIT DAMAGE BONUS

MainSubSubSubSub
HydraMimic QueenMimic QueenMarilithMarilith
  • Bonuses: 23% Lightning Boost, 29% Attack Boost (269 Attack), 12% Crit Chance, 12% Crit Damage.
  • Other bonuses: 23% Fire/Earth Boost, 10% Resistance Boost, 6% Lightning Resistance.

PHYSICAL – HAND OF VIGOR

MainSubSubSubSub
HydraMimic QueenMimic QueenEvrae or Zombie DragonEvrae or Zombie Dragon

Ffrk Inheritance Slot Games

  • Bonuses: 23% Lightning Boost, 29% Attack Boost (278 Attack), 12% Crit Chance, 15% Hand of Vigor/Damage Drive.
  • Other bonuses: 23% Holy/Dark Boost, 10% Resistance Boost, 6% Lightning Resistance.

MAGICAL – HAND OF VIGOR/DAMAGE DRIVE

MainSubSubSubSub
HydraGarudaGarudaEvrae or Zombie DragonEvrae or Zombie Dragon
  • Bonuses: 23% Lightning Boost, 23% Magic Boost (187 Magic), 12% Cast Time Reduction, 15% Hand of Vigor/Damage Drive.
  • Other bonuses: 23% Holy/Dark Boost, 23% Attack Boost, 10% Resistance Boost, 6% Lightning Resistance.

Water Decks

Damage wise, Kraken and Octomammoth (Octomam.) are the Water Magicites we have to consider. Kraken is the only 4* Magicite with an Imperil on entry.

Are you interested in the Inheritance system? Some extra slot suggestions:

  • Kraken: Level 15 Empower Water (from a level 99 Kraken or Octomammoth).

Since Kraken is going to be our Main Magicite in every Water deck (physical and magical), Empower Water is the best passive we could inherit (so both metas get a bonus). By doing it, the Water boost from the decks below would increase up to a 29% (extra 2%). If you are not going to be using both metas, inherit a passive of your choice. As for the other two copies, you could give them either Precise or Deadly Strikes.

  • Octomammoth: Level 15 Magic Boon/Level 8 Fast Act (from any level 80 4-star Magicite with Magic Boon or Sylph/Midgardsormr/Garuda).

If you have problems getting to the Magic softcap (or want to bring less Magic buffs), give Octomammoth a level 15 Magic Boon. By doing it, the Magic boost from the Magical Hand of Vigor/Damage Drive deck would increase up to 225 (from 192). If you do the same with another Octomammoth, the Magic boost would increase up to 242. It is not worth it to inherit that passive if you are going to bring Garuda. If you do not need as much Magic, you could get Fast Act.

PHYSICAL – CRIT CHANCE BONUS

MainSubSubSubSub
KrakenKrakenKrakenIsgebindIsgebind
  • Bonuses: 27% Water Boost, 30% Attack Boost (291 Attack), 12% Crit Chance.
  • Other bonuses: 23% Ice/Wind Boost, 15% Magic Boost, 9% Physical Damage Reduction.

PHYSICAL – HAND OF VIGOR/DAMAGE DRIVE

MainSubSubSubSub
KrakenKrakenKrakenEvrae or Zombie DragonEvrae or Zombie Dragon
  • Bonuses: 27% Water Boost, 30% Attack Boost (291 Attack), 15% Hand of Vigor/Damage Drive.
  • Other bonuses: 23% Holy/Dark Boost, 9% Physical Damage Reduction.

MAGICAL – FAST ACT

MainSubSubSubSub
KrakenOctomam.Octomam.GarudaGaruda
  • Bonuses: 27% Water Boost, 29% Magic Boost (245 Magic), 15% Hand of Vigor.
  • Other bonuses: 23% Lightning Boost, 27% Attack Boost, 8% Health Boost, 5% Physical Damage Reduction.

MAGICAL – HAND OF VIGOR/DAMAGE DRIVE

MainSubSubSubSub
KrakenOctomam.Octomam.Evrae or Zombie DragonEvrae or Zombie Dragon
  • Bonuses: 27% Water Boost, 23% Magic Boost (192 Magic), 15% Hand of Vigor/Damage Drive.
  • Other bonuses: 23% Holy/Dark Boost, 27% Attack Boost, 8% Health Boost, 5% Physical Damage Reduction.

Holy Decks

Damage wise, Evrae and Siren are the Holy Magicites we have to consider. As there is no Imperil Holy yet, Siren is the best option for damage dealing (Minor Holy Buff). The effect lasts less time and it is worse than an Imperil in most cases, but it is the best offensive Holy ultra we can take with us.

Ffrk Inheritance Slot Game

Also, as there is no Magic Boon in the Holy Magicites set, we will use Bomb King or Dullahan as Magic Boosters (as they are the highest Magic stat wielders out of the Magic Boon holders).

Are you interested in the Inheritance system? Some extra slot suggestions:

  • Evrae: Your choice.

Evrae is used in every single element (and for both metas). His stats and passives make it more of a physical-inclined Magicite, so you could go with the Deadly or Precise Strikes passives. But it is totally up to you.

  • Siren: Level 15 Magic Boon (from any level 80 4-star Magicite with Magic Boon).

It is in our best interest to give Siren Magic Boons. If you inherit three level 15 Magic Boons, you would have a 27% Magic and Mind boost, which works amazingly well for this element (mix of holy mages like Raines, Hope, Yuna and White Mages like Minwu, Arc or Rem). However, I will not take this into account and will use Bomb King/Dullahan as Magic Boosters.

PHYSICAL – CRIT CHANCE BONUS

MainSubSubSubSub
SirenEvraeEvraeIsgebindIsgebind
  • Bonuses: 27% Holy Boost, 29% Attack Boost (275 Attack), 12% Crit Chance.
  • Other bonuses: 23% Ice/Wind Boost, 15% Mind Boost, 10% Healing Boon.

PHYSICAL – CRIT DAMAGE BONUS

MainSubSubSubSub
SirenEvraeEvraeMarilithMarilith
  • Bonuses: 27% Holy Boost, 29% Attack Boost (265 Attack), 15% Hand of Vigor, 12% Crit Damage.
  • Other bonuses: 23% Fire/Earth Boost, 15% Mind Boost, 10% Healing Boon.

MAGICAL

MainSubSubSubSub
SirenEvraeEvraeBomb King or DullahanBomb King or Dullahan
  • Bonuses: 27% Holy Boost, 23% Magic Boost (206 Magic), 15% Hand of Vigor.
  • Other bonuses: 23% Fire/Ice Boost, 23% Attack Boost, 15% Mind Boost, 10% Healing Boon, 5% Health Boost/5% Magic Damage Reduction.

WHITE MAGE

MainSubSubSubSub
SirenSirenSirenEvraeEvrae
  • Bonuses: 30% Holy Boost, 27% Mind Boost (241 Mind), 15% Hand of Vigor.
  • Other bonuses: 23% Attack Boost, 18% Healing Boon.

Dark Decks

Damage wise, Shadow Dragon and Phantom are the Dark Magicites we have to consider. Why do I use 3* Magicites instead of the 4* Empower Dark ones, you might ask. Dragon Zombie and Hades (the 4* Magicites with Empower Dark) have two passives that could be bad for your team. Dragon Zombie has Damage Drive, which lowers your SB gain by 25%; Hades has Healing Damper, which reduces your team’s healing capabilities. I will not impose those drawbacks on you, but you do you.

Also, as there is no Magic Boon in the Dark Magicites set, we will use Bomb King or Dullahan as Magic Boosters (as they are the highest Magic stat wielders out of the Magic Boon holders).

Are you interested in the Inheritance system? Some extra slot suggestions:

  • Shadow Dragon: Level 15 Empower Dark (from a level 99 Zombie Dragon/Hades).

Shadow Dragon will be the Main Magicite in every deck (both physical and magical), so this one is a no brainer.

  • Phantom: Level 15 Empower Dark (from a level 99 Zombie Dragon/Hades).

Inheriting one Empower Dark passive with each Magicite (one with Shadow Dragon and one with Phantom) will increase your Dark damage Boost from 15 to 25%. If you wanted to give one Empower Dark passive to the second Phantom as well, it would increase up to a 28% Dark Boost. However, I will not take this into account for the decks below.

PHYSICAL – CRIT CHANCE BONUS

MainSubSubSubSub
Shadow DragonPhantomPhantomIsgebindIsgebind
  • Bonuses: 15% Dark Boost, 27% Attack Boost (245 Attack), 12% Crit Chance.
  • Other bonuses: 23% Ice/Wind Boost, 10% Defense Boost, 6% Dark Damage Reduction.

PHYSICAL – CRIT DAMAGE BONUS

MainSubSubSubSub
Shadow DragonPhantomPhantomMarilithMarilith
  • Bonuses: 15% Dark Boost, 27% Attack Boost (237 Attack), 12% Crit Damage.
  • Other bonuses: 23% Fire/Earth Boost, 10% Defense Boost, 6% Dark Damage Reduction.

PHYSICAL – HAND OF VIGOR

MainSubSubSubSub
Shadow DragonPhantomPhantomEvraeEvrae
  • Bonuses: 15% Dark Boost, 27% Attack Boost (245 Attack), 15% Hand of Vigor.
  • Other bonuses: 23% Holy Boost, 10% Defense Boost, 6% Dark Damage Reduction.

MAGICAL

MainSubSubSubSub
Shadow DragonPhantomPhantomBomb King or DullahanBomb King or Dullahan

Ffrk Inheritance Slot Tokens

  • Bonuses: 15% Dark Boost, 23% Magic Boost (197 Magic).
  • Other bonuses: 23% Fire/Ice Boost, 15% Attack Boost, 10% Defense Boost, 6% Dark Damage Reduction, 5% Health Boost/5% Magic Damage Reduction.
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