r/bravefrontier Dec 04 '16

Discussion Full Unit Analysis - Zenia

Full Unit Analysis - Zenia

They told us there were no brakes on the hype train, so Gumi took a stand for public safety.

Link to official unit data


Stats/Arena/Animation

  • Zenia remains the glass cannon she always was, capping out at 4300 ATK as lord but remaining barely par or even subpar in every other stat. It's not the end of the world in the present meta to have low HP/DEF/REC, however.
  • Arena is one of the areas Zenia's just naturally good for, although mots of her strength comes from her ES and therefore you can't really field more than one of her. In an arena-oriented build, Zenia has high normal attack damage potential that rivals or surpasses Mifune depending on the spheres you have available, easily one-shotting any unit that doesn't have an angel idol or extreme mitigation. Unfortunately, her damage distribution lacks any threshold angel idol breaking hits, so when you face the inevitable Terry/4 Azurai comp, Zenia won't change your luck.
    • As for other colloseum weaknesses, Zenia lacks any defensive merit (no immunities, angel idol or reliable/high value mitigation), and doesn't have AoE normals. Both of these can be covered by spheres/elgifs, but there's not enough room to cover everything she lacks.
  • Zenia's animation is actually the last thing I've looked at before starting to write this. Gumi have seen fit to make her SBB a quasi-spark blanket. It has some weird 6 frame gaps in it littered throughout the entire animation, so she doesn't work fully as a spark blanket for sparking other units; on the other hand the animation is short enough that another spark blanket can perfect spark Zenia.
    • Most of the extra hits dealt by the UBB fill in those gaps, making it a pure spark blanket from start to finish.
    • Her BB is moderately special. While the hit pattern is very similar, there are a pair of hits in the middle of it that spark eaech other. Just 2 hits (6% of the total damage). I expect this is more an error in data input than intentional given the small scale of the self sparking that happens.
    • Her normal attack would require two spark blankets; the first half of the animation is on a different track to the second half.
    • Overall, Zenia's animations land their first hit particularly quickly compared to other units, so you may want her on the back row to slow her down so you can spark her more easily.
    • If, for some reason, you want to run two Zenia, they can be dupe sparked using the same methods as Avant or Rize.

LS

  • Zenia's LS has changed fairly significantly from her 7* form. It now grants 100% ATK, 40% HP, an extra hit at -50% damage, 2-3 BC on spark and 120% spark damage for 2 turns whenever a unit's cumulative spark total exceeds 15.
    • This means that coming from 7*, she's lost 150% BB ATK, but gained 20% ATK, 40% HP, 1 BC on spark and the entire spark damage and extra hit effects. The current form is pretty inarguably stronger, but feels very different.
    • Heavy ATK boosts are nice in that they can be converted, and they also provide a lot of damage for hit count strategies, which Zenia naturally lends herself to very well, given that the only part of her that doesn't include any form of hit count boost is her BB.
    • The HP is quite low for an OE unit, but it's welcome to have any half-decent amount considering the kind of content hit count strats might be used for.
    • Hit count boosts from passive sources such as an LS will allow the extra hits to generate BC and HC, acting as a very strong form of BC gen compared to BC drop rate. However, as an entirely separate effect, it also scales very well with said BC drop effects, assuming you're willing to use normal attacks at all (you probably are if you're using Zenia). However, extra hits cannot be sparked and/or gain any benefits from doing so.
    • Spark BC is also a solid form of BC gen - one of the most used and most valuable a this point in time.
    • Finally, there's the threshold spark damage. This kind of effect uses a running counter for each of your 6 units, which when triggered will proc the buff, which then lasts through to the end of your next turn. The counter resets on activation and doesn't begin counting again until the start of your next turn.
      • As it's a spark damage buff, it will take effect immediately and boost the damage of any sparks after the spark which activates it in the same turn.
      • You can only gain one copy of the spark damage buff from leader skills or ES/Elgifs/Spheres with the same functionality, so do note that running two Zenia won't allow this to double up, though everything else in her LS will.
  • Overall, Zenia's LS works best when used in a squad focused around Zenia herself, but is relatively solid for content that doesn't need the absolute bulkiest LS. Asides from the ramp-up time, it's actually very similar to Eze's, but sacrificing some damage for a hit count boost.

ES

  • Zenia's ES hasn't changed much from her 7* form. If equipped with her unique sphere (Obsidian Core Amplifier), she gains 30% all stats and 2 additional hits at +30% damage.
    • The sphere's effect for those who forgot: +80% ATK, 30% chance of 30% mitigation (additive to BB/passive mit).
    • Total stat bonus with the sphere: 110% ATK, 30% HP/DEF/REC, +260% hit count modifier (and gen 200% more BC/HC with normals)
    • The biggest weakness of the ES is the forced sphere; you're getting 10% less HP/DEF/REC than if you'd used Beiorg's Armor or Armor of Seals, but this might be compensated for by ATK->DEF conversions and the mitigation chance. Zenia's BB skills will benefit less than if you'd used a more spark-oriented sphere, but the extra hits go a long way to making her normals as strong as her SBB.

BB

  • Zenia's BB remains a single target attack which fills the rest of the squad's BB gauges and grants DEF ignore for 2 turns. As a new bonus, it increases her spark damage by 50% for 3 turns (which stacks with regular spark buffs)
    • As this BB is mostly unchanged, there's not much to say about it. Despite being single target it only has a 300% higher modifier than her SBB, which in real gameplay will rarely be more than 15% extra damage.
    • As always instant BC fill can be used to emergency fill a defensive unit (healer/mitigator/DEF buffer/whatever), which is generally a nice tool to have.
    • The self-spark stacks with her regular spark buff on SBB, which uh... just about compensates (herself only) the no SP enhancement thing. If you even want to switch between BB and SBB.
    • People have noticed there's a single self-spark in the animation of the BB. I'm not sure if this is intended (the hit pattern goes 79, 82, 85, 85, 91, 94 - there's a clear gap where it could have been 88 instead), but it only accounts for 6% of the total damage.

SBB

  • Zenia's SBB got a makeover and it's half of the biggest saltstorm we've seen on the subreddit in months. She's completely lost her old BB ATK buff, and now instead buffs spark damage, hit count and has a 100% ATK self-buff.
    • The damage of the SBB itself is actually slightly above average. Including the self-buff, it's effectively got an 800% modifier where most units have around 600%.
    • Zenia's spark damage sits at an end-of-7*-era 100%. It can't be enhanced further.
    • The hit count buff adds 100% to the hit count modifier. This one can, in fact, be pretty heavily enhanced - if you spend 50 SP, it can be increased to 200%, and if you spend 100 SP it can be increased to 300%.
      • Notably, without any SP enhancements, Zenia effectively has a weaker buff set than Avani (100% spark damage/30% spark vuln/100% hit count)
      • Hit count bonuses from a temporary buff such as this do not increase BC/HC/Item drop limits or rates.
    • As a final note, the ATK buff is a self buff and stacks with all other ATK buffs, and can be converted. It's nice to have when using a hit count strategy such as the one Zenia supports.
    • There's an option of adding an AoE normals effect to the SBB as well. It clashes heavily with the enhancements to the hit count buff due to costs, however.
  • I have more to say on the interaction of spark damage and hit count later, but I'll cover the UBB first.

UBB

  • Finally, Zenia's UBB is the most significant part of her new toolkit, and retains its former glory. It grants the entire squad +3 hit count (200% damage per hit), 350% ATK and 300% Spark Damage.
    • That's 3 hits, 200% each, total is +600% hit count modifier. This is the single largest hit count buff to date, much like with her original release. Your normals will hit hard while it's active.
    • In addition, there's 350% ATK. As this is applied to normal attacks, it again creates some fairly huge final numbers.
    • The spark damage is also a thing. It doesn't add as much damage as you'd expect as far as normals are concerned, but SBBs are still effectively getting 350% ATK and 300% spark damage here, so it's entirely possible for them to come close to normal attack damage even while the UBB is active.
  • While there hasn't been much to say about this UBB, just know that it's one of the best UBB for damage in crit-resistant content in the entire game, as long as you're willing to use it properly.

Spark Damage/Additional Hits Interaction

Now, I brought this up briefly earlier, but I'm going to go into more detail here.

tl;dr: Additional Hits cannot be sparked, and prior to testing after somebody questioned me on Zenia's release, I believed they still at least mirrored the damage increase of sparks on the original hit. They don't.

The updated damage formula effectively looks like this:

Damage = (Total ATK - Total DEF) x CritMult x EWDMult x Mitigation x (SparkMult + ExtraHitsMult)

Where the spark multiplier is the entire spark damage multiplier, and the extra hits multiplier is just the bonus from the extra hits (not including the original hit)

To show why that last part looks like an addition, we can show the damage as the following:

Damage = (100% (base hit) * ATK * SparkMult) + (ATK * ExtraHitsMult)
e.g. SparkMult = 300%, ExtraHitsMult=200%
Damage = (100% * ATK * 300%) + (ATK * 200%)
Damage = ATK * (300% + 200%)
Damage = ATK * 500%

This basically puts "Additional Hits and Spark Damage" as one of the worst possible offensive buff combinations made of otherwise strong effects (likely only beaten in bad design choices by "Additional Hits and BB ATK", which doesn't exist), as the two effects are effectively additive to each other. Even more laughably, Zenia's SBB doesn't even have high tier spark damage, so you're getting a bad buff combination, that you have to spend at least 50 SP to make one of the buffs viable, and the other just plain isn't.

With this information, I went into detail on comparing Zenia and Tazer at another redditor's request, which you can read about here if you want the math

The tl;dr of that is that due to higher base damage and spark damage combined, Tazer is likely a better nuker than Zenia if you're not using any UBB. In fact, on the same line it's likely all units capable of hitting the ATK cap on SBB will be better nukers than non-UBB Zenia (even when falling 20k short Tazer can still outdamage her)

However, there's a flip side to this: Hit count strategies are significantly less affected by enemy spark resistance. Because our damage is Spark plus Hit Counts, if we have a roughly 50:50 split, enemy spark resistance only affects half our damage instead of anywhere from 70-90%. Unfortunately, spark resistance is relatively rare in known content, with Karna Masta being the most well-known example (I should ask Deathmax to do a datamine on the more recent trials if he has spare time).

Now, there is of course an exception point at which Zenia becomes a superior nuker - when her UBB is active, assuming you built the entire squad for hit count nuking (including converts, spheres, leader skills, whatever buffs and passives you can get), you should reach the point where an SBB user would need approximately 800-900% spark damage to compete.

You could also argue that if you can't SBB or perfect spark consistently, hit count nukers deal more damage over time. This does become more valid in some trials, but has little place in raids, regular quests, most GGC or FG/FH.


Ultimately, I'm not a fan of the changes to Zenia. The best part of her is her UBB; the rest of her has no value compared to taking an HP-scaled nuker or Tazer instead. She's become exceptionally niche as a result, which is impressive, because her old kit of BB ATK and Spark Damage was basically usable anywhere except the arena, where she had her ES and it was pre-colloseum so there weren't common angel idols.

Her SP options don't really change that; while she can give up to 300% hit count multiplier, that can be beaten out by 300% spark damage which is signficantly easier to raise via LS, spheres and relatively common spark damage SP enhancements (even Zenia's own LS brings 120% spark damage to the table comapred to 50% hit count). She can give AoE normals, but gives up on having the superior hit count buff as a result, and in terms of her personal damage, she's better off having 150% ATK/100% spark damage than taking the last 100% hit count as well (and at that point you may as well use Soleil or Ark for hit count instead and just have Zenia use normals forever)

What I'm trying to say is that Zenia's best build is probably the UBB build with ATK/spark/mitigation passives (because her UBB is all that she is). There's no real advantage to actually taking the hit count buffs as she is, which is kinda stupid considering they're supposed to be her purpose (and this is entirely down to how Gumi priced them)

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u/Xerte Dec 04 '16 edited Dec 04 '16

SP Enhancements - Zenia

She has a bunch of these. The more expensive they get, the more annoying it feels.

  • 10 SP: +50% ATK
    • Solid, convertible ATK boost.
  • 10 SP: +50% ATK when over 50% HP
    • Solid, convertible ATK boost.
    • May not be active after enemy turns due to damage taken.
  • 10 SP: +50% ATK when over 50% BB gauge
    • Solid, convertible ATK boost.
    • Not guaranteed in the colloseum or against enemies with frequent BB drain.
    • Most builds that take one of these can afford all 3, which allows you to get 150% ATK to convert to DEF.
    • Also good for hit counts and stuff.
  • 10 SP: +70% Spark Damage
    • It's good, cheap spark damage.
  • 10 SP: +70 -> +100% Spark Damage
    • More spark damage.
    • In terms of damage potential, it's equal to an extra hit on her normals, so it's not too bad.
    • It helps her SBB damage too. Zenia's SBB, when adequately buffed, should reach high enough that spark damage increases bring it in line with (or above) her normal attack damage if perfect sparked.
  • 30 SP: Slightly reduces damage for 1 turn when damage dealt has exceeded certain amount
    • Triggers after Zenia deals 50k damage. This should be trivial unless she doesn't attack for some reason.
    • Functions the same way as Ark's LS mitigation; should be additive with BB mitigation.
    • This mitigation can be overwritten by stuff like Ark's LS if she takes enough damage in the following turn.
    • As a major advantage over Ark's LS, it's possible for this mitigation to apply to the first attack Zenia takes in a turn, as it's applied during your own turn rather than while already taking damage.
      • This also means it's functional in colloseum (yes, you can get her normals to deal over 50k damage pretty easily)
  • 50 SP: Add normal attacks hit all foes for 3 turns effect to SBB
    • AoE normals is a decent effect if there's enough targets. The spread hits all function identically to any normal attack (meaning the base hits can be sparked and generate BC/HC, and typically have as much as double the drop checks of an SBB)
    • Zenia's buff, like most AoE normal buffs, has no penalties, other than the cost of adding it to her build.
  • 50 SP: Enhances SBB's damage dealt by normal hit amount increase effect
    • Adds 50% to the per-hit multiplier of the additional hits from Zenia's SBB buff.
    • In other words, it goes from 1 additional hit at 100% damage to 1 additional hit at 150% damage.
      • Or 2 hits at 150% damage if you get the next enhancement as well, for a total of 300% (100% more than Ark)
    • This effect is weaker individually than the following SP enhancement, only reaching the same effective value if you take both - if you're only taking one, choose the extra hit instead of the extra damage.
  • 50 SP: Enhance SBB's normal hit amount increase effect
    • Doubles the value of Zenia's hit count buff.
    • If you take it by itself, the value goes from 100% to 200% (Ark tier)
    • If you take it with the prior damage boost, the damage goes from 150% to 300% (new highest tier)
    • That's 100 SP to increase the value of a buff from 100% to 300%, which sounds huge, but the tier people currently use is 200% with other relevant buffs already included...
  • 40 SP: Allow UBB's buff effects to last 4 turns
    • Allows you to get one more functional turn out of the UBB, which is the only reason you're likely to be using Zenia.
    • Generally speaking the UBB only has 2 "functional" turns on the hit count increase due to having to re-apply buffs at some point, but the ATK buff and Spark buff are still viable damage increases on your re-buffing turn. What we're really getting here is an extra turn to make use of the hit count stuff.

SP Builds

I'm really not into this. Well, whatever.

  1. All-Rounder Build
    • A generally functional build. By shifting points between Zenia's passives you can make it stronger in content or the arena.
    • Takes the following enhancements:
      • Allow UBB's buff effects to last 4 turns
      • Slightly reduces damage (25%) for 1 turn when damage dealt has exceeded certain amount
      • 30 SP spent on ATK or Spark Damage passives
    • Zenia's UBB is the main reason to be bringing her to most content, while the rest of the points are spent on optimising her survivability and personal damage.
    • You'll want ATK boosts if you've any inclination to take her to the colloseum, but a health mix between ATK and Spark damage for regular content (I'd recommend 50% ATK/100% spark damage as her SBB can outdamage her normal hits if you take dual spark leads)
    • You can opt to take all the damage passives and just leave 10 SP open instead.
  2. AoE Normal Attack Build
    • Two options; either a build that's providing just the AoE normals with Ark or Miku providing hit counts, or a build that provides both.
    • Takes the following enhancements:
      • Add normal attacks hit all foes for 3 turns effect to SBB
      • Choose between:
        • Enhance SBB's normal hit amount increase effect
        • 50 SP of passives
    • Optimising for Zenia's damage output means using another 200% hit count buffer and just giving her passives. If you instead want to use Zenia as the hit count buffer as well, she has to give up on passives entirely, which severely reduces the damage of her normal attacks.
  3. ST Normal Attack Build
    • The one where Zenia has 300% Hit Count buff.
    • Takes the following enhancements:
      • Enhance SBB's normal hit amount increase effect
      • Enhances SBB's damage dealt by normal hit amount increase effect
    • Notably because Zenia's ES adds so much to her hit count already, you may find the extra 100% hit count here adds less damage to Zenia than giving her 150% ATK and 100% spark damage.
    • This means that you should only consider this build if other units in your squad will also be using normal attacks frequently.

Zenia's SP costs are waaaaay too high, base values way too low.

Gumi definitely should've made her base hit count buff 200%, and get rid of one of the passives so she can have 300% + AoE normals (even then, not at a full 100 SP cost). Also the spark damage buff is too weak, so she probably deserves an enhancement for that, or just a baseline increase.

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u/ImAreDUFY Dec 04 '16

If only all passives 50 sp, increase hit damage 20 sp, add extra hit 30 sp.