Table of Contents
About | |
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Nefaria disguised so she can meet with the descendants of her desert kingdom. She's working VERY hard to emulate Nadine's earnest attitude and mannerisms, but it's all coming out a bit...er...messy. |
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CV Info - English | CV Info - Japanese |
Mariee Devereux | Yukana |
Yearning Queen |
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Obtainable as a 5
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Character Stats
Overview
Incognito Nefaria disguises herself as a Flame Wand but make no mistake, she is no charlatan. Although classified as “Attack”, a better description may be “tactical nuke”. Notable factors include innate Skill Damage, boosted Crit Dmg, and easily attainable Energy stacks. These traits allow her to beat out the next best Flame Wands by a respectable margin and grant her monstrous burst potential. That being said, skipping Skill 2 entirely actually results in slightly superior DPS, but just having the option is nice for finishing Broken bosses.
Strengths
Monstrous Burst Damage
Gaining full Energy stacks off two cheap Skill 1 casts is nothing to scoff at. Combined with Skill 2’s gargantuan multiplier and generous 25% Crit Damage boost, Nefaria is a frequent witness of big, big numbers.
Vocabulary
She’s trying her best.
Weaknesses
Vulnerable While Charging
Nefaria must wind up for 6 entire seconds and locks herself out of dodge-rolling for i-frames. This places higher emphasis on timing and positioning, with high-pressure content like Volk posing several challenges to using Ancient Incandescence.
Selfish
Nefaria contributes nothing to the team but raw damage. While other top tier Flame picks run team buffs, Dispel, Burn, or other utility, Nefaria has to fall back on her big numbers.
Dragon Recommendations
Gala Mars is the industry standard without a doubt.
Konohana Sakuya focuses on Nefaria's forte, namely massive burst Skills.
Apollo exploits the Burn meta well despite Nefaria's own lack of Burn.
Ifrit is a strong, easily attainable 4★ pick.
Weapon Recommendations
Budget Option: Terranigmus
Wyrmprint Recommendations
Pair 1
Cookie cutter Flame Wand setup. Slot 2 alternatives include non-Flurry Strength picks such as Beautiful Nothingness and United by One Vision.
Shared Skill
Girls' Night Out | ||
Lvl 2 | Deals flame damage to enemies directly ahead for five seconds, draws them together, and increases the user's energy level by two stages. | 200 |
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Lvl 3 | Deals flame damage to enemies directly ahead for five seconds, draws them together, and increases the user's energy level by three stages. | 300 |
SP Cost | 9135 | Iframe | Long |
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Unlock Materials |
Flame Tome x7
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Cost | 7 | Level | 1 |
Skills
Skill 1
Girls' Night Out | ||
Lvl 1 | Deals flame damage to enemies directly ahead for five seconds, draws them together, and increases the user's energy level by one stage. | 100 |
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Lvl 2 | Deals flame damage to enemies directly ahead for five seconds, draws them together, and increases the user's energy level by two stages. | 200 |
Lvl 3 | Deals flame damage to enemies directly ahead for five seconds, draws them together, and increases the user's energy level by three stages. | 300 |
SP Cost | 2648 | Iframe | Long |
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Skill 2
Ancient Incandescence | ||
Lvl 1 | Begins casting, after which this skill will increase user's strength by 10% for 15 seconds, and deal flame damage to the target and nearby enemies. Movement is possible while casting, but you will take damage as normal. | 100 |
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Lvl 2 | Begins casting, after which this skill will increase user's strength by 15% for 15 seconds, and deal flame damage to the target and nearby enemies. Movement is possible while casting, but you will take damage as normal. | 200 |
Lvl 3 | 300 |
SP Cost | 5838 | Iframe | Medium |
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Abilities
Ability 1
Critical Hit = Critical Damage I
Adds 20% to the modifier applied to critical damage for 20 seconds each time one of the user's attacks is a critical hit. After activating, this ability will not activate again for seven seconds. |
80
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Upgrades To | |
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Critical Hit = Critical Damage II
Adds 25% to the modifier applied to critical damage for 20 seconds each time one of the user's attacks is a critical hit. After activating, this ability will not activate again for seven seconds. |
100
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Ability 2
Sleep Res +50%
Reduces susceptibility to sleep by 50%. |
60 |
Upgrades To | |
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Sleep Res +100%
Reduces susceptibility to sleep by 100%. |
100 |
Ability 3
Skill Damage +25%
Increases attack skill damage by 25%. |
80 |
Upgrades To | |
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Skill Damage +30%
Increases attack skill damage by 30%. |
100 |
Co-Abilities
Skill Damage +8%
Increases attack skill damage by 8%. Benefits your whole team. |
170 |
Show Upgrades
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Increases attack skill damage by 9%. Benefits your whole team. |
Increases attack skill damage by 11%. Benefits your whole team. |
Increases attack skill damage by 12%. Benefits your whole team. |
Increases attack skill damage by 15%. Benefits your whole team. |
Co-Ability Chain
(Flame) HP 80% = Wind Res +1%
If a team member is attuned to (Flame): reduces wind damage taken by them by 1% when their HP is 80% or above. Benefits your whole team. |
Show Upgrades
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If a team member is attuned to (Flame): reduces wind damage taken by them by 2% when their HP is 80% or above. Benefits your whole team. |
If a team member is attuned to (Flame): reduces wind damage taken by them by 3% when their HP is 80% or above. Benefits your whole team. |
If a team member is attuned to (Flame): reduces wind damage taken by them by 4% when their HP is 80% or above. Benefits your whole team. |
If a team member is attuned to (Flame): reduces wind damage taken by them by 6% when their HP is 80% or above. Benefits your whole team. |
Total Materials Required
- 1
- 2
- 3
- 4
- 5