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Soul Scouting: Forma Building Guide - December 2022: Awakening

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Article by Wecondo12

This iteration of Hall of Forms features Awakening units: Halloween Robin, Nah, Plegian Tharja, and Apothesis Anna. At a glance, Halloween Robin is the most notable of the bunch, followed by Nah. 

  • Robin - Fall Vessel
  • Tharja - Florid Charmer
  • Nah - Little Miss
  • Anna - Secret Seller

All of these heroes are 5* locked, and Robin as well as Tharja are both seasonal locked heroes, making them especially difficult to obtain normally. In this article we’ll go over the optimal skills to inherit on each of these units: this is important to consider due to the rarity of Forma souls, so it’s best to make every forma unit summoned with a forma soul count.

General Considerations

Forma Unit Rules

  • Forma units come with the unit’s base skills by default. Therefore, there is generally no need to learn these skills in the Hall of Forms, beyond the utility they may provide in clearing the mode. It’s generally more useful to obtain skills the unit does not have in their base kit. In general it can sometimes be useful to obtain a refine for a PRF weapon in order to save Divine Dew costs; however, none of the units in this Hall of Forms have refinable PRFs, so this is not a factor. 
  • Formas are acquired completely neutral with no Assets and Flaws. If you desire a certain Asset/Flaw combination, you will have to utilize Trait Fruits. Since you cannot merge Forma units into existing copies, this may pose an issue on resource spending if you already have the same unit with an ideal Asset.
  • If a refined weapon is obtained in Hall of Forms, the forma comes with the unrefined version as well and can learn any of the relevant refines in the weapon refinery. 

Skill Considerations

  • When rolling skills from the current Forma skill pool, unique PRF skills are often prioritized over inheritables. It can be a good idea to take PRF skills first to improve your chances at finding good inheritable alternatives; Hall of Forms will pretty much constantly hound you to take the PRF skills if you don't take them otherwise.
  • Due to their extreme rarity and superior SP value over most other Special skills, Ruptured Sky (typically available only on Byleth and their variations) and Blue Flame (available only on Owain) will vastly be preferred as a final Special choice. For bow-using units, this extends to the bow-exclusive Deadeye, as well as the dagger-exclusive Lethality for dagger units. 
    • Don't worry about not getting them too much, though! These skills are often not necessarily optimal; certain units may prefer running Specials from the low rarity pool like Sol, Glimmer, or Galeforce to achieve their goals. 
  • For the same reason as above, high-tier Assist skills like Rally+'s and Harsh Command+ are preferred on a potential purchased Forma to increase the unit's Arena scoring slightly as well as their overall value.
    • These, too, are also not necessarily optimal as positional Assists like Reposition are vastly preferred in most situations, and those can easily be inherited from lower rarity units like Norne or Barst.
    • Inheriting rally skills or Harsh Command+ too early in your Hall of Forms run can also inhibit your unit's ability to support other Forma allies and escape enemy range as well, increasing the likelihood of wasted Torches (the stamina currency for Hall of Forms) and thus wasted opportunities to get better skills.

Though optimal C Passive skills exist on a case-to-case basis, Joint Drives are essentially the most universal there is as they boost the stats of the unit as well as surrounding allies. Go for these (especially Joint Drive Atk) if available and there aren't better C slot options for your unit in particular. Likewise, Time's Pulse has fantastic overall value on infantry units due to the importance of frequent Special triggers in combat.

Robin

Summary

Robin is a Flying Green Dragon with a decent exclusive weapon and good base kit, although Robin doesn’t need to acquire them within the hall of forms. Notably missing from her base kit is the more recently released Dragon’s Ire 4 and Dragon’s Wrath 4, in addition to Dragon Wall: all of which are great options for her to pick up. Besides that, expensive skills that are good to get on other units such as drives are also good choices to get her in hall of forms. Her weapon is essentially a choice of which 5* locked Breath weapon you’d like her to inherit (Rng willing).

Recommended Skills:

Weapon: Blackfire Breath+ / Glittering Breath+ 

Assist: Any double Rally+, Rally Up+, or Harsh Command+

Special: Blue Flame

A skill: Close Def 4 / Atk/Res Unity / Atk/Def Unity / Sturdy Stance / Enemy Phase 5* locked A slot skills

B skill: Dragon’s Ire 4 / Dragon’s Wrath 4 / Dragon Wall

C skill: Pulse Smoke / Fatal Smoke / Joint Dist. Guard / Joint Drive Atk / Atk/Res Menace

Tharja

Summary

Plegian Tharja is a largely unremarkable tome flier with a good offensive statline and not much else to her name. Of the 5* locked inheritable green tomes, the Snow Globe is particularly useful thanks to its inbuilt Unity effect. She’ll also want an Attack and Speed boosting A slot skill such as Atk/Spd Solo 4 or Atk/Spd Push 4, and a Trace skill in her B slot (namely A/R Far Trace or S/R Far Trace). With this said, Plegian Tharja isn’t worth heavy investment unless one plans to raise her for bias due to her status as a seasonal locked generic combined with her average performance. (If you still want to raise her though, go for it!)

Recommended Skills:

Weapon: Snow Globe+ / Amnity Blooms+ / Madness Flask+

Assist: Any double Rally+, Rally Up+, or Harsh Command+

Special: Ruptured Sky / Blue Flame

A skill: Atk/Spd Solo 4 / Atk/Spd Unity / Atk/Spd Push 4 / Atk/Spd Catch 4

B skill: A/R Far Trace / S/R Far Trace

C skill: Spd/Res Hold / Joint Dist. Guard / Joint Drive Atk / Atk/Res Menace / Pulse Smoke / Joint Drive Spd

Nah

Summary

Nah is a Red Infantry dragon that possesses the exclusive Refined Oracle’s Breath, which grants her a +4 bonus to all of her stats in addition to follow-up prevention as long as she has a bonus active. She also gives herself and her allies a +6 buff to Defense and Resistance and a +1 Special Cooldown buff, on top of giving herself an additional +4 to her stats and a Bonus dDoubler effect. She doesn’t necessarily need to take her exclusive weapon as she can obtain it innately, but getting it in the Hall of Forms can save some Divine Dew which is potentially valuable for players who are low on the resource. Rare Enemy Phase A slot skills such as Atk/Res Finish and B slot skills such as Dragon’s Ire and Dragon’s Wrath are great skill choices to obtain for her, as well as C slots such as Canto Control and Inf Null Follow 3. 

Recommended Skills:

Weapon: Oracle’s Breath(+Eff) / Blackfire Breath / Glittering Breath

Special: Blue Flame

A skill: Distant Counter A Slot / Atk/Res Finish / Sturdy Stance / Distant Def 4

B skill: Dragon’s Ire 4 / Dragon’s Wrath 4 / Dragon Wall

C skill: Canto Control / Inf Null Follow 3 / Joint Drive Atk

Anna

Summary

Apothesis Anna is an Infantry Lance unit with decent stats all around, but her exclusive weapon is somewhat underwhelming, only allowing her to move to an ally within 2 spaces and giving her a +5 boost to Attack and Speed during combat. This leaves her in a somewhat awkward spot as a 5* locked unit compared to many of the powerhouse blue units in the game(ex: Brave Eirika). Lances such as the Piercing Tribute are good choices all around, and the usual fast infantry unit skills such as Distant Dart and Spurn are extremely desirable choices. One can also opt for more Player Phase oriented skills such as Surge Sparrow, Time’s Pulse and Null Follow-Up if a Player Phase build is desired.

Recommended Skills:

Weapon: Piercing Tribute+ / Gift Fork+ / It’s Curtains+ / Flowing Lance+ (Any Refine)

Assist: Any double Rally+, Rally Up+, or Harsh Command+

Special: Ruptured Sky / Blue Flame

A skill: Distant Dart / Atk/Spd Catch 4 / Swift Sparrow 3 / Atk/Spd Unity / Kestrel Stance 3

B skill: Spurn / Atk/Def Bulwark / Null Follow-Up / Spd/Def Tempo

C skill: Joint Drive Atk / Fatal Smoke / Atk/Spd Menace / Atk/Def Menace / Joint Dist. Guard

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About the Author(s)

An Enigma who frequently plays Blazblue Cross Tag Battle and Arknights. Also plays Fire Emblem Heroes sometimes.

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