Should You Pull?
As a whole, this is overall a very good banner if you don't mind leaving things up to chance: all three rolls are 50% off, and you're guaranteed to get 1 out of 6 FES Friends, whom range from average to extremely good, on top of the usual 9 other pulls. You also get a chance to get Okina Matara early from this banner - but don't fret if you don't get her or don't wish to only have a chance at her, as she will appear on her own, dedicated banner in the future. Please note that there is no spark mechanism for this banner, so if you pull in it, be ready to be happy with whatever you get. Also note this is a God Crystal only banner, and does provide the usual amount of fortune dust.
+Very high damage potential in longer fights
+Abundance of Barrier Breaks, including P0 Fire on a Basic Shot
+Solid CRIT and Killer support
+Star Element is a nice aid in farming event stages with one boss, as Star weakness is relatively common - though watch out for Star resist, which is also common.
-Somewhat inconsistent due to CRIT based nature
-Reliant on (very common) Killers. She does a ton of damage with them, but watch out for the rare enemies who dodge them.
+Respectable damage turn 1 on a Solo targeting Last Word
+Slightly above average access to Fire breaks, with both Solo and All access to 1/1/3 Breaks for 0/1/2 Spirit Power
-No party utility
-Somewhat low ceiling on damage
+Has a respectably powerful Solo targeting Last Word that deals tremendous damage if given time to set up.
+Slightly above average access to Water breaks, with both Solo and All access to 1/1/3 Breaks for 0/1/2 Spirit Power
-Requires some setup time to get the most out of her
-No team utility
+ Extremely damaging All targeting Last Word at 1 Power that scales well with additional Spirit Power.
+ All Last Word inflicts 2 Levels of Yin & Yang DEF Down for 3 Turns
+ Graze provides 1 Level of Yin ATK Up for 1 Turn for entire team
+ Second Spell Card provides 3 Levels of Accuracy Up for 3 Turns for Suika’s entire team
-LW is entirely metal at 1 Power, so she might run into some problems with Metal resistant foes for farming.
+Highly damaging All targeting Last Word with fantastic Hard scaling that hits hard right away and scales well too for longer fights
+Average access to two elements, Fire and Metal. She's also got Wood access if you're willing to burn her Last Word on that.
+Gains a lot of Spirit Power
-Selfish attacker with no utility outside of Breaks
-Kaguya's second Spell Card hurts herself
+Fantastic amount of Healing and Barrier restoration
+Great Poison Barrier support, for either Anomaly Breaks or supporting Yang Attackers
+Last Word can deal a lot of damage if given a turn to set up
+Possesses the always handy Power Link
-Poor Barrier Break potential
-Backloaded Last Word
-Hard to support due to mixed Last Word
Usually, these articles open with an explanation of the character themselves. However, due to the extremely long explanation required to even scratch the surface of what’s going on with Okina Matara, her lore explanation will come after the gameplay analysis.
As a Friend in LostWord, Okina Matara is a CRIT heavy attacker who also brings considerable support to CRIT heavy and Killer units, alongside a rather solid assortment of Barrier Breaks. As most of her kit is useful, we’ll go over it part by part. To start off with, her attacks: Her Focus Shot, Backdraft, has 1 Solo targeting Fire Break at 0 Power - as such, it’s a unlimited source of Fire Breaks, which is always handy. Her first Spell Card, Back Sign: Halo of the Secret God, is primarily useful for its 2 levels of Accuracy up to the entire party for 2 turns - this is especially useful when paired with other CRIT attackers, as they tend to have massive accuracy problems. It also possesses a below average 0/1/1/2 All targeting Star Breaks for 0/1/2/3 Power. Next, her second Spell Card, Hidden Spring: Magician of Abnormal Falling Petals, possesses a great 1/2/2/4 Solo targeting Fire Breaks for 0/1/2/3 Power - fantastic for Full Breaking Fire weak targets in combination with her Focus Shot.
Lastly for her attacks, her All targeting Last Word, Fantasy Simulation Hypothesis, is a doozy. Possessing a 1-1-3 layout, it would seem as though it's only offensively useful in harder/longer fights. However, it has Divine Spirit, Youkai, Human & Fairy Killer on the first bullet, meaning that it can sometimes get the job done on All targeting friendly event farm stages - especially those weak to Star. However, it still falls flat to Star resistant foes, or fights without a Killer target. It still definitely shines in harder fights, due to the backloaded nature, the previously mentioned Killer, the abundance of CRIT, and even if you aren't using it for damage, a fantastic number of Breaks: 3 Earth and 3 Star for 3 Power, which is fantastic on an All targeting attack. Just keep in mind that, without some CRIT Accuracy setup or support, it’ll be somewhat inconsistent. Additionally, it will be considerably stronger in the future when Chapter 3 Act 2 is released, alongside a Story Card that provides a whopping 50% Heavy DMG UP and 2 Levels of CRIT ATK UP - until then, it will be weaker than reports from the JP side of the game may lead you to expect.
Skills wise, her character ability, Capable of creating doors on the backs of anything, gives the entire party 1 level of CRIT Accuracy UP for 1 turn every time she Grazes - unfortunately it’s not as good as you’d hope, due to her nature as an attacker who wants setup time forcing her and her teammates to find a solution to the 1 turn duration of these buffs, since she’ll need to Graze to avoid being knocked out. It’s also at its best with other CRIT attackers with about 30% Critical Accuracy on their Last Word, as ones with 50% base can typically make their own Crits 100% accurate without outside aid. Her first skill, Mental Energy Manipulation, at least partially compliments this by letting her restore 1 Barrier every 4 turns (it also gives her Yin ATK but Yin ATK is kinda worthless for her). Her second skill, Life Energy Manipulation, gives her 1 Spirit Power UP, Charge, and Accuracy - a fantastic set for harder fights, though keep in mind the Accuracy is 1 level up for 3 with only a 80% chance for 1 more, which hinders her farming ability and can be annoying in harder fights. Lastly, her third skill, Back Door Opening, gives the whole party 2 levels of CRIT ATK Up for 2 turns - the low turn count is unfortunate, but it’s still nice support for both CRIT heavy and Killer attackers.
Overall, Okina is an okay farmer and a great unit for harder fights, especially when her best Story Card (which is also farmable from the main story!) comes out. You can’t go wrong with this Friend - well, so long as you sing her praises and make sure to prepare yourself for her bragging.
As for Okina, the character: In Gensokyo, there are a group of youkai and gods known as “sages” who worked together to establish the land, and keep it safe behind the scenes. Okina Matara is one of those sages, and she’s a doozy of a character. First, let’s explain the myths behind Okina - she is based off of the god Matara-jin, whom is a many faced god of Tendai Buddhisim. It'd be easier to say what he didn't have a hand in - for starters, Matara-jin was a god of destiny, stars, and outcast groups - the last of which were associated with holidays that took place within the areas of Buddhist temples behind the main object of worship - literally, within the "backdoor" area. He was also associated with repelling diseases and other spiritual issues, especially the tengu. On top of this, Matara-jin was also venerated as a god of noh plays. That's not even getting into him also often being stated to be Okuninushi, whom is also a hodgepodge of a ton of myths such as being the owner of the Miracle Mallet, the savior of the White Hare of Inaba, among other feats...or being Hata no Kawakatsu, whom Prince Shotoku (known in Touhou as Toyosatomimi no Miko) commissioned to create a new performance art and set of masks, leading to the birth of Shinto ritual dancing (and, in Touhou, the character Hata no Kokoro, whom is the tsukumogami of those masks).
All of this is to say that the myth that Okina is based off of is extremely deep, resulting in both LostWord and the Touhou fandom as a whole constantly referencing all sorts of esoteric stuff with the secret god. If you ever see Okina drawn with something or someone that seems to make no sense, it probably has something to do with the laundry list of myths she’s directly or indirectly related to.
In Touhou, Okina is mercifully much simpler. She’s a rather selfish, arrogant god who laid low for awhile, and then decided that she wanted to make a comeback. A grand comeback. So, she took control of the seasons themselves and made them go haywire in the plot of Hidden Star in Four Seasons, to engrave her presence into the minds and souls of Gensokyo’s inhabitants and keep them from ever forgetting her. Whilst she’s arrogant enough to throw the very seasons themselves into disarray just to loudly remind people that she exists, Okina has the power to back it up.
For abilities, Okina has three primary powers of note. She can control a ton of life energy, which she can use to empower others - or even outright create new Youkai, as was the case for Aunn Komano, who was a komainu statue which Okina poured life energy into. Additionally, she can create a door on the back of anything - essentially, this means she can teleport to anywhere she wishes, using her personal realm, the Land of the Backdoor, to travel between these doors. The last power is the manipulation of mental energy, but it’s not really clear what this means, as she’s never been shown using it - perhaps this is the way she keeps her servants, Mai and Satono, enthralled under her command.
As befitting the ton of myths behind her, Okina’s design ties into her nature very heavily. Her tabard is based off of the Big Dipper, reflecting her status as a god of stars. She's also often drawn sitting on a throne or wheelchair, to reflect her status as a god of the disabled - that they’re here, they’re strong, and just as capable as anyone else. The object she has near her and uses in some of her attacks is a Tsuzumi drum, a hand drum of Japanese origin that factors heavily into the musical style of music used in noh plays. Even her hat is a reference, with the three points reflecting the abundance of importance the number 3 has in the myths she's related to.
We would be here all day if I went into every last little reference or myth tied to Okina, but that’s most of the important ones. Overall, she’s just a braggart of a god, with a ton of mythology behind her.
Within the deepest recesses of the underground lie a sort of youkai that all hate and fear - the satori Youkai. The Komeiji sisters, Satori and Koishi, lived their lives under the scorn of almost all who lived. They retreated to an abandoned underground mansion named Chireiden (literally the Palace of the Earth Spirits), and renovated it to live with their vast array of pets - animals didn’t mind having their minds read, after-all. If anything, it was a nice thing for them, being able to communicate with their owners for once.
Satori and Koishi both dealt with the hatred and fear from others in their own ways. Satori refused to leave Chireden unless needed, and Koishi continued to venture out, but sealed her third eye to escape the stigmata against satori youkai. These days though, fear and hatred in Gensokyo is greatly reduced, to the point where Satori herself is coming to the surface now and again - even going so far as publishing books (under a pen name) and trying her hand at detective work, which you can see in the official manga Foul Detective Satori (currently on hold, but resuming publication soon!). Satori herself is an individual who tends to be snarky and deadpan, and blunt on top - yet is probably one of the most reasonable and level-headed individuals in Gensokyo.
In LostWord, Satori has a rather simple kit. The centerpiece of it is using her Solo targeting Last Word Divine Red Falcon Flurry in order to beat up a target of your choosing without needing time to set up, due to its 3-1-1 nature. Additionally, she can also provide you with Fire Breaks from either of her Spell Cards.
That’s pretty much it. Whilst her skills have beneficial effects, they’re all focused around lowering enemy damage output, with the dual problems that each only targets a single enemy, and only for modest amounts and for two turns. As such, they aren't very useful for keeping your team alive, leaving Satori's benefits being her Solo Last Word and her Fire Breaks.
Still, if you need either of those things, she’ll definitely get the job done. She’s just decidedly average.
Just like her younger sister, Koishi Komeiji is a special youkai called a satori. The similarities end from there, as Koishi is not only much more free-spirited than her sister, but she has lost the ability to read minds as she sealed away her third eye, to escape the fear and stigmata from others. Instead, she takes power from the unconscious, as she is capable of taking action without thought with her closed mind, as well as manipulating others unconsciously. No one is aware of her presence unless she allows them to, and Koishi herself can be forgotten by others not long after she leaves. This could be considered akin to a pebble on the side of the road - you may be vaguely aware of it out of the corner of your eye, but once you look away, it may as well be invisible to you.
Fortunately, Koishi has enough memorable features in LostWord that she will surely not be forgotten. Her Solo targeting Last Word, Brambly Rose Garden, boosts at a rate of 1-1-3 and focuses entirely on Yin bullets. With a 2 level increase in both Accuracy and CRIT Accuracy, she is sure to make a decent impact at the very least. As an Energy bullet spell card, along with traces of the Wood element, story cards such as Thunder Beat will only further increase her damaging potential. Although the dual element of Water and Wood means there is a greater chance of enemies to elementally resist the attack, Koishi proves to have a strong Last Word, even if it only targets a single opponent.
While her other spell cards do not provide any beneficial buffs to herself or the party, they both provide decent utility. Her first spell card, Representation: Bullet Hell Paranoia, targets a single enemy with a 2-2-1 spread of bullets, while her second card, Memory: DNA’s Flaw, has a 1-2-2 spread while targeting all. What both of these spell cards share is an immediate increase from one Water break to three upon 2 boosts. This gives Koishi a solid position as a Water breaker. Without her Last Word, Koishi is capable of 12 Water breaks at the cost of 8 Spirit Power over the 4 spell cards.
Koishi’s skills further focus on her destructive capabilities. Her second skill, Insatiable Curiosity, provides 1.0 Spirit Power, not only giving herself more firepower right away, but allows for her spirit cards to provide their elemental break potential immediately. This instantly increases her available Water breaks starting Turn 1 from 1 to 3. Furthermore, her first and third skills, Automatic Thoughts and Closed Eye, increase her CRIT Accuracy to ensure her Last Word will do as much damage as it can. Combined with the CRIT Accuracy buff from unleashing the Last Word, she will have increased her CRIT Accuracy by 8 levels without even needing support of story cards or allies.
Of course, Koishi still has a considerable amount of downsides. All of the buffs she accumulates through skills and her Last Word apply only to herself, providing little support for the team outside of her Water breaks. She also doesn't provide herself with quite enough Yin ATK, and will need some support (by teammates or Story Cards) to get her damage up. Nevertheless, Koishi’s attempts for people to remember her were not wasted, as she is still a valued Friend in terms of power and elemental breaking.
Based off of the legendary Shuten-dōji, Suika Ibuki is an extremely atypical oni. Whilst most of her kind favor brawn alone and being upfront, the joyous, often immature and playful Suika is not below trickery - to use a western mythology example, one could consider her the Loki to the average oni’s Thor. Perhaps it should come as no surprise that she knows two of the Sages of Gensokyo, Yukari Yakumo and Kasen Ibaraki, quite well. Still, in spite of her ability to plot and cause mischief, like most oni Suika prefers to party the days away instead, and get drunk. So drunk that she claims hasn’t been sober for hundreds of years - the purple Ibuki Gourd she carries with her helps her stay drunk too, being an infinite source of alcohol.
In combat, Suika has the typical oni super strength and speed, but packs something else too: the ability to manipulate density and sparseness. In other words, she can make something heavy and hot, or cool, light, and eventually cause it to dissipate into mist. On top of this, she can make numerous copies of herself, as well as shrink to the size of a marble or expand to the size of a giant - her petite frame is not to be underestimated, because she could quite easily crush anyone underfoot.
In LostWord, Suika’s cunning and raw strength manifests in a unit who excels in every area. To start off, her All targeting Last Word, Renewed Bloodsucker Doujigiri, both deals wonderful damage at 1 Power, making her a top tier farmer, but scales upwards with additional Power to deal nearly twice the damage. If that’s not enough for you, Suika’s Last Word is also blessed with Anti-Youkai and Human Bullets (meaning they will always crit if used on a Youkai or Human) - many enemies in the game are Youkai or Human, meaning Suika will often find herself dealing double damage just for free. If that’s still not somehow enough, it also inflicts 2 Levels of both Yin and Yang DEF Down for 3 turns against all enemies, providing exceptional team support. Finally, if you farm the Story Card Mysterious Sword Master, it goes from dealing "a ton of damage" to "all the damage."
That’s not all the oni has in store though. Her skills keep the trend up - her passive, Capable of manipulating density, allows her to provide her team with 1 Level of Yin ATK Up for 1 Turn each time she grazes. This is complimented well by her extremely defensive set of skills - all said, she’ll be getting 3 Levels of Dodge up, 2 levels of Yin DEF Up, and 2 self Barrier restorations - ensuring she'll always be able to use her Graze to support her team as needed, without having to worry so much about staying alive. Said skills also give her a total of 1 Level of Agility Up, which makes sure her Last Word will almost always go first, so her team can get the full benefit out of the DEF Down it provides. Finally, her second Spell Card, Night Parade of a Million Demons, also provides 3 Levels of Accuracy Up for 3 Turns for her entire team.
She’s no slouch when it comes to Barrier Breaking either. Her Spread Shot, Kishin's Will-o'-Wisp Art, has 1 Fire Break at 0 Power, which combined with her defensive skill set allows her to provide an everlasting source of Fire breaks, useful in the Scarlet Devil Tower where refreshing your Spell Cards is a limited resource. Her second Spell Card also provides an above-average 1/2/3 Fire Breaks for 0/1/2 Power, freeing up Spirit Power and Story Card slots for other purposes. Unfortunately she requires 3 Power for her other two Elements, Wood and Water, but them both being on her All targeting Spread Shot does mean she’ll often at least get 2 Breaks for her trouble.
In conclusion, the worst thing you could say about Suika is that her Barrier Break potential is merely solid and not amazing. She excels in virtually every other area, and is a oni well worth having on your side.
Kaguya Houraisan, the Eternal and Instant Sinner, is one of the rare cases in Touhou Project of a character who is quite literally the myth they’re based off of. A princess from the moon who one day requested that Eirin Yagokoro create a legendary elixir for her - the Hourai Elixir, a medicine which makes one utterly immortal. However, once Kaguya consumed the elixir, she was permanently impure in the eyes of the moon (as drinking it associates one with death), and the princess was promptly executed. Which - did nothing, given she was now immortal. Afterwards, she was promptly exiled, which led her to live on the earth with a bamboo cutter. Eventually, tales of her beauty spread across Japan - leading to numerous individuals seeking her hand in marriage, and Kaguya in turn providing them with the famous Five Impossible Requests. In the myth, they were impossible because they were utterly fictional objects - in Touhou, they were impossible requests because Kaguya herself already owned all of them. Among the many suitors, the father of Fujiwara no Mokou also attempted to court Kaguya’s hand - which lead to numerous other things, and eventually Mokou became Kaguya’s eternal rival.
One day, Lunarian emissaries eventually descended to the earth to give her a chance to return to the moon, but Eirin came down with them, and helped Kaguya flee to continue living her life on earth. Afterwards, the two settled down in Gensokyo, which lead to the events of Imperishable Night. Since then, as Eientei has opened up to Gensokyo, Kaguya's done her best to settle into her new life and try to, for the first time, figure out her place in the grand scheme of things rather than sit around in a dull, static, unchanging mansion - well, when she's not busy holding expos, petting every rabbit in Eientei, and either hanging out with Mokou or dueling her eternal rival to the death. Sometimes both at the same time.
Beyond that, she's kind of pampered, and constantly bored. She's still polite, of course, but her thrill seeking nature leads her to be a bit more reckless and wild As an eternally bored princess always seeking out her next thrill, Kaguya’s here to lend you her aid, with her ability to manipulate eternity and the instantaneous - a bit of a vague ability, but far less vague is the assortment of treasures she has to chuck at your enemies.
There’s no better way to introduce Kaguya’s kit than to talk about the Jeweled Branch of Hourai, the pretty branch she's got in her hands. Allegedly a tree branch ending in gemstones, it’s the star of the show for Kaguya’s powerful All targeting Last Word - Hourai’s Sea of Trees. Due to possessing an extremely potent Hard scaling (meaning between 80% and 85% of Kaguya’s Yang DEF is factored in for damage calculation, depending on the bullet), it hits pretty dang hard, and even moreso if Kaguya is given a turn to hit 3 Power. This is complemented extremely well by all three of her skills - between them, Exiled Princess and Instant Determination grant her a whopping 1.5 bonus Spirit Power to work with on the first turn, and then between Instant Determination, Impossible Tasks, her Character Ability, and her Last Word, Kaguya's boasting 6 Yang ATK UP, 8 Yang DEF UP, and between 2 and 3 Yin ATK UP even without Story Cards. That's no mean feat.
Beyond her Last Word, Kaguya also has pretty alright, though not quite spectacular Break abilities thanks to some extra treasures she’s got lying around. Divine Treasure: Buddhist Diamond provides 1/1/2/3 Metal Breaks for 0/1/2/3 Spirit Power, and Divine Treasure: Salamander Shield provides 1/1/2/3 Fire Breaks for 0/1/2/3 Spirit Power. Whilst both of these are rather average values, and a bit on the pricer side, the fact that both of them also give 1.5 Spirit Power on use makes it extremely easy for Kaguya to perform 3 Breaks per turn. Just make sure to watch out for the Rebound on Salamander Shield.
That’s about it for Kaguya however - a very potent selfish attacker with some Breaks on the side. She’s a princess, so perhaps it’s not that surprising…
Eirin Yagokoro, the Brain of the Moon, is based off of, and is also almost certainly, a Japanese god of wisdom and intelligence - Omoikane (also known by like ten other names, one of which is Yagokoro-omoikane). In Touhou, Eirin was once one the Sage of the Moon, and one of the individuals who helped shape Lunarian society since its very first days. At some point, between a thousand and two thousand years ago or so, a Lunarian princess, one Kaguya Houraisan,, convinced her to make an elixir of immortality - the Hourai Elixir, which Kaguya thusly consumed, leading to her (somewhat pointless) execution and then exile to the earth. Many years later, Eirin descended with a party of Lunarian emmasaries to invite Kaguya back to the moon, her crimes forgiven - but when Kaguya opted to stay, Eirin chose to remain behind with the princess (out of a sense of guilt), and slaughtered the emissaries to keep their secret. For many years, they lived in the Bamboo Forest of the Lost in secret, in a residence named Eientei - quite literally, a house of eternity. Shut off from the outside world, to avoid the impurities of the earth contaminating them.
They remained like this, forever static and unchanging, living dull, secluded lives, until one day a Lunar Rabbit on the run from the moon named Reisen found her way to their residence, and was taken in. They gave her the additional names Udongein (a nickname from Eirin) and Inaba (a nickname from Kaguya, whomst calls all the rabbits Inaba). For the next few decades, life remained the same, until Reisen got a distress signal from the moon, urging her to join in the war - and then as a result, the actions of Imperishable Night occurred, in which Eirin’s first course of action was to seal the entire Earth off from the moon. Then, she promptly created another dose of the Hourai Elixir and consumed it after the events of that game, to ensure she wouldn’t die on Kaguya.
That should tell you all you need to know about the extent of Eirin’s power, and just what lengths she’s willing to go to. Her genius doesn’t extend to just spells or combat ability, however - she’s also capable of creating any drug, though these days now that Eientei has opened up to the public, she uses it to run a sort of pharmacy for Gensokyo, for dirt cheap prices. The Eirin of old, in Kaguya’s words, would never think of doing such an altruistic act - but as Eientei has opened up to Gensokyo in the modern day, so too has Eirin’s heart opened to the public. She’s still a genius with a complete lack of patience for anyone who can’t keep up with her words, but she's a far cry from the ruthless Sage of the Moon she once was.
Don’t think that means she’s gone soft. She’s still got combat skills a plenty, which she’s more than willing to show off in LostWord. As a healer, Eirin’s distinguished from the pack in a few ways. Perhaps her most attractive element is that she packs a punch for a Healer - her
All targeting Last Word, Heaven Spider's Butterfly-Catching Web, gives her a whopping 5 Yin and Yang ATK UP. Add onto that the 3 Yin ATK UP from her third skill, Golden Pill Fragment, and she's got a load of ATK UP on the very first turn. Unfortunately due to her Last Word being backloaded, she needs a turn or two to accumulate Spirit Power to make the most of that ATK UP. To an extent, her second skill Moon Intellect helps mitigate this, giving her 1 Spirit Power up right away, meaning she only needs 1 more to hit as hard as possible.
Of course, that’s not the only thing she has going for her. Healing in LostWord depends on the health value of the healer - and Eirin has health to spare, at a show stopping 8400 max HP, the highest in the game. Her first skill, Diluted Ochimizu, restores 30% HP to the party on a 4 turn CD, her third skill, Golden Pill Fragment, restores 30% HP to the party on a 5 turn CD, and her second Spell Card, Revival: Seimei Yuugi -Life Game- grants 1 Barrier to the whole party. Between all of this, she can help any party buy time to build Spirit Power. Do keep in mind that her Last Word also restores a Barrier, but you’re likely not going to use it until the fight’s about to end anyway - still, a nice trick to keep around. Additionally, she possesses the coveted Power Link, always handy to keep around.
Lastly, she also packs abundant access to Poison Barriers thanks to her first Spell Card, Curse of the Heavens: Apollo 13. Granting 2 Layers of Poison Barrier to all targets with a 60% chance for 1 more, it can either serve as fantastic Yang support, or she can be used in combination with a Poison Barrier Breaker (such as Medicine Melancholy) in order to break Barriers regardless of elemental weaknesses, which is always a handy ability to have.
That being said, Eirin isn’t flawless, even if she is usually right. Her Barrier Break ability is downright subpar, possessing only Moon Breaks and at only 1/1/1/2 Breaks for 0/1/2/3 Spirit Power on both of her Spell Cards. To an extent the 1 Spirit Power recovery from her second skill Moon Intellect and second Spell Card Curse of the Heavens: Apollo 13 mitigates this, but she’s still definitely below average at the job.
Still, all in all she's a great unit, and the first Friend who can both heal well and do a good amount of damage to boot. Just keep her shortcomings in mind.