Skip to content Skip to sidebar Skip to footer

Will Grand Summoner Bring Back the Old Slime Again

Hey Summoners,

Hopefully Re:Aught treated you all well, as we are hitting the footing running in 2021 with a much awaited collab rerun: That Time I Got Reincarnated equally a Slime! It'south been about ii years since Rimuru was last in Grand Summoners, and believe it or not, the collab got even bigger somehow! Let's take a look at our roadmap for TenSura.

r/grandsummoners - Grand Summoners Slime Collab Megathread!

Tensura runs from one/29 - iii/4; Extremely short compared to terminal fourth dimension.

r/grandsummoners - Grand Summoners Slime Collab Megathread!

Rimuru (H2o, Demon)

~Disclaimer: Yes, I'll be referring to Rimuru as a "he" in my reviews. I realized it too late, and would rather make this curt disclaimer to avoid changing all of the "he"s to "they"south. Thanks for agreement and not making a discussion of this in the comments like someone usually tries to do~

Stats Level 90 Max Tasmon Equipment Slots
HP 7120 +999 five* Physical
ATK 2820 +397 5* Support
DEF 2645 +384 4* Magic

r/grandsummoners - Grand Summoners Slime Collab Megathread!

Awoken Rimuru

Skill: 2800% Fire DMG (Magic). 10s CT, 1200 Interruption

Arts: Refresh Skill CT for all Allies + Cure Allies' condition ailments (except Faint) and heal Allies past 30% of their max HP + For 10s, increase Allies' Status RES (except Faint) by 100%.

True Arts: 33000% Water DMG (MAG). Heal own HP by 3% of DMG dealt by this True Arts + For 15s, increment Allies' stats past thirty%, increase Allies' Arts by 3/s [Type Eastward]. 3700 Break

Passives:

  • Increase Fire RES past 30%.

  • Increase Arts past 2/s. Increase Status RES (except Faint) past 30%.

Thoughts on Rimuru:

Unsurprisingly, Rimuru is yet probably the best unit that this collab has to offer. Now, I'g not trying to utilize "Rimuru" as a generic grab-all term so I don't take to specify which 1 is actually the all-time -- I am saying that this i is the best one. When it comes to analyzing the efficacy of a particular unit inside their role, it becomes hard to really compare units in one role to another, solely due to the fact that units in different roles merely practice different things. This could not be anymore true for a unit of measurement like Rimuru. Aye, Samurai Rimuru will likely receive a college rating on the tier list, pretty much just because he's an amazing DPS unit of measurement, but when it comes down to a unit of measurement you'd rather have, Normal Rimuru should be that unit of measurement.

Certain, he might be a piffling scrap weak when it comes to Art Gen, but the pseudo-heal on his TA, the passive Art Gen, and the status ailment negating on Arts have fabricated Rimuru a consistent and highly sought later choice for much of the difficult content in the game. Though his buffs are pretty mediocre, Rimuru doesn't actually demand any buffs, since his kit is and then unique for a support unit. The "Mako treatment" would have been prissy, only I almost adopt him to be in this country where he competes with Mako and other supporters, rather than outright replacing them.

Personal Rating: Southward+

Tier List Rating: S+

Santa Rimuru (Water, Demon)

Stats Level 90 Max Tasmon Equipment Slots
HP 6998 +999 5* Magic
ATK 2835 +435 five* Support
DEF 2877 +441 four* Magic

r/grandsummoners - Grand Summoners Slime Collab Megathread!

Awoken Santa Rimuru

Skill: For 7s, Apply 1 of the following effects to All Allies (Cycles in Order). On skill utilize, Increase Fine art gauge by 1 > Increment ATK by 10% > Heal All Allies HP by 1%. 15s CT

Arts: 19000% Water DMG (MAG). Increase all allies Arts gauge by 20 + For 15s, Reduce All Allies' DMG taken from Behemothic Bosses by 30%. 1200 Break

Truthful Arts: 36000% H2o DMG (MAG). For 20s, Increase All Allies DMG and MAG DMG by 60%. 2300 Break

Passives:

  • Increase Equip CT REC past x%.

  • Increment DMG to Behemothic Bosses by fifty%.

  • Increase Water and Demon units DMG by 30% (No Duplication).

Thoughts on Santa Rimuru:

Quite an interesting unit, Santa Rimuru is. Though his kit seems to exist just all over the place in terms of what his bodily part is, I call back Santa Rimuru finds a nice residual with what he's given. Much like the slew of Support/Sub-assaulter units we've been receiving, similar Cestina and Emilia, Santa Rimuru seems to be exactly that. His skill is arguably more useful than a lot of other skills in the game, granting his team all sorts of different buffs on rotation. His Arts powercreeps Emilia in a style, granting higher DMG resistance against Giant Bosses, something that shouldn't necessarily be overlooked just due to the sheer amount of stages that Giant Bosses are used in.

Just I'm sure where nigh optics are drawn are to his True Arts. Yep, many have already made parallels to Forte, but I feel that a more accurate parallel would be to a more than disregarded unit; Fubuki. What this means to me is that no, Santa Rimuru volition non enable any unique nukes at all, though he volition just be a ameliorate choice over her due to the versatility of his kit as a whole.

Some other aspect of his kit worth mentioning is that potential lx% DMG up passive for Water/Demon units. While his Truthful Arts alone won't make him a nuke staple, his Back up slot and this passive absolutely could. Though in that location aren't also many loftier-tier Water+Demon DPS units, the few that are in that category will just be overjoyed to fight alongside Santa Rimuru (though none of these units deal Magic Impairment, lol). Overall, I recall that Santa Rimuru is a very interesting unit from this collab, and will likely be one of the well-nigh disregarded when compared to his fellow Rimurus.

Personal Rating: South tier

Samurai Rimuru (Nighttime, Demon)

Stats Level 90 Max Tasmon Equipment Slots
HP 6930 +999 5* Concrete
ATK 3010 +461 5* Back up
DEF 2650 +407 4* Physical

r/grandsummoners - Grand Summoners Slime Collab Megathread!

Awoken Samurai Rimuru

Skill: 1700% Dark DMG (PHY). If this skill crits, increase ain Arts by 50. 10s CT, 500 Suspension

Arts: 20000% Dark DMG (PHY). For 10s, increase Allies' stats by xxx%. 1600 Pause

True Arts: 50000% Dark DMG (PHY). For 50s, increase Allies' PHY DMG past 50% (stackable). 2800 Break

Passives:

  • Increment Critical DMG by l%.

  • Increase PHY RES by ten%.

  • Increase Critical Rate by 100% while unaffected by status ailments.

Thoughts on Samurai Rimuru:

Aye, this is ane of those units that just makes yous get "Whyyyyyyyyyyyyyyyyyyyy". Non because said unit is bad, but considering said unit is admittedly amazing and unfortunately limited. Though units in this "Why" tier typically end upwards being Supports, Samurai Rimuru is an interesting exception; that'southward right, information technology's time to talk about whether or not Samurai Rimuru powercreeps Vocalization.

Now, I'd rather non fixate on the aspects of these kits that are just far as well like, instead I'm going to organize the strengths and weaknesses of Samurai Rimuru into a list, using Vox as a baseline unit.

Strengths:

  • Innate Crit makes Samurai Rimuru start up and accelerate quite nicely in general. Vox has to wait until he gets 200 Arts before he starts to really ramp upwardly, and though this can be an easy feat in the right team comp, Samurai Rimuru volition always take the edge just because he doesn't need to waste material 200 Arts simply to quadruple his Art Generation; he comes bundled with information technology from the get-go. Information technology's also worth mentioning that the innate crit possessed past Samurai Rimuru volition make him a great candidate for using Hiei's Sword, one of the all-time Physical equips in the game.

  • The Dark Synergy. While Voice has his Water synergies that tin brand him a cornerstone of some of the toughest and most consistent squad comps in the game, a Dark Synergy is much more than valuable to a DPS unit like Samurai Rimuru. Nevertheless, due to his "Demon" tag, Samurai Rimuru won't exactly mesh perfectly into the main Dark team comp, the Unholy Trinity. He'll nevertheless be able to concur his ain and bring a lot to the tabular array though. And Samurai Rimuru could further transform Dark comps, as he packs a pseudo-heal, a rarity in the Dark element.

  • The stacking Concrete DMG. Though I don't believe that this is strictly a expert thing for Rimuru, it's impressive plenty on its ain to warrant discussing it. Paired with indomitable self-sufficiency, Samurai Rimuru will undoubtedly be able to keep this DMG buff stacked at 200% for nearly dominate fights, which is absolutely terrifying for Physical DMG comps. Though I'k not sure if this buff stacks with other Phys DMG buffs, I imagine information technology would since information technology is a stacking buff.

"Weaknesses":

  • The iv* Concrete slot. "What about B-3 claw!!!!!!!!!!!!!!!", you might be thinking to yourself. Certain, a perfect alibi to use B-three claw is always acceptable, just in all honesty, I would prefer Voice'due south iv* Healing slot. See, while B-3 hook is a astounding equip, the other 4* Concrete equips are kiiiiinda garbage. Sure, at that place are a few "gems" here and at that place, but generally they don't see consistent apply outside of their niche, like Volkans and Bray Cannon. Vox existence able to bring a 4* heal equip grants him a ton of flexbility; he can heal condition with Keratos, revive a unit with Blessed Necklace, and keep a nice pocket heal with Irurose/Necrocles without having to expend 100 Arts. Yes, being able to bring B-3 claw is pretty amazing in general, hence why this isn't a really a weakness at all, but with Rimuru'south already astonishing self-sufficiency and base five Arts/2d on Skill, I don't think he really needs to bring B-3 claw. I'm besides only not a huge fan of B-iii hook on all of the units that tin can equip it, healing is a necessity for it to work properly, due to its massive HP drain.

  • The reliance on Disquisitional Charge per unit to exercise Anything. You lot knew this was coming. Yes, though Rimuru comes with innate crit, this volition at times be a weakness. See, unlike Vox, Rimuru HAS to country a crit with his skill to generate massive amounts of Arts -- Vox doesn't have to exercise that. Though in general, this isn't much of a weakness, this does outset to hit Rimuru pretty hard when y'all consider a lot of the lategame content in the game where bosses have high evasion/are immune to crit. It's too worth mentioning here that Rimuru'south condition for maintaining 100% crit is seemingly lenient, but having to gimp yourself by bringing a unit that negates Status Ailments for your team tin can exist pretty abrasive at times. Finally, information technology'due south worth because that Vox's temporary teamwide Crit is at times amend than Rimuru's selfish and conditionally permanent Crit, boosting his team's overall DMG output by allowing them to ignore DEF and have that sugariness 25% DMG boost gained from Critical Hits.

  • Animation length. This is a small gripe with Samurai Rimuru's kit, only his animations are super lengthy and flighty; they aren't about every bit smooth or as consistent as Voice's quick slashes on Arts and True Arts. Again, not a huge deal in nigh cases, but one that irritates me simply a tad.

I desire to shut out this "on-paper analysis" by saying that I really do recall Samurai Rimuru edges out Vocalisation a bit in terms of full general content. He's a quicker starter than Voice, has debatably better slots, ridiculous damage stacking, and self-sufficiency that only narrowly falls flat of Vox's. He will be a game changer for those that pull him, and I fear his introduction to the GL metagame.

Personal Rating: SS, no doubt.

Milim (Fire, Demon)

Stats Level 90 Max Tasmon Equipment Slots
HP 7210 +999 v* Magic
ATK 2905 +417 5* Back up
DEF 2750 +408 four* Physical

r/grandsummoners - Grand Summoners Slime Collab Megathread!

Awoken Milim

Skill: 2500% Burn down DMG (Mag). For 6s, increase own ATK by thirty%. 8s CT, thou Intermission

Arts: 13000% Fire DMG (Magazine). For 4s, Enemies accept [250 × DMG they inflict on this unit] DMG. For 15s, increment own Arts past two/s [Type EX1]. 2300 Pause

Truthful Arts: 44000% Fire DMG (MAG). Increment DMG of this True Arts to Enemies in Break by 200% + For 15s, increase own Disquisitional Charge per unit by 100%. 4000 Pause

Passives:

  • Whenever this unit takes damage more than 10% of its HP, increase Arts by v.

  • Increase Freeze and Paralysis RES by 100%. ATK increases equally HP of this unit decreases (upwards to a maximum of l%).

Thoughts on Milim:

Milim is a very cutting and dry unit. On release, she was an absolutely terrifying Fire nuker paired with Benimaru and Berwick, but with how much the nuking metagame has changed with the introduction of the Unholy Trinity, Voice, and even new Fire units like Kisaragi, Froy, and Tallis, it'south just hard to justify using Milim for much exterior of her Arts, which has seen niche employ in DoT floors twenty and 26.

Honestly, I still have a soft spot for her and tend to bring her along in a lot of my burn nukes due to her swift animation, peachy slots, and innate 100% Crit on TA. Is she the best unit from the collab? Probably non, simply she's super fun to use and likely won't stagnate in your box if you do pull her.

Besides, keep dupes of her, she'southward a pretty slap-up nuker.

Personal Rating: A- tier.

Santa Milim (Fire, Demon)

Stats Level 90 Max Tasmon Equipment Slots
HP 6494 +999 5*Concrete
ATK 2820 +433 5*Healing
DEF 2921 +448 4*Defence

r/grandsummoners - Grand Summoners Slime Collab Megathread!

Awoken Santa Milim

Skill: Increase own Arts by 10 + For 10s, increase own stats by 10%. 15s CT

Arts: 23000% Burn down DMG (PHY). For 10s, reduce Enemies' Fire RES by 30%. 1600 Break

True Arts: 40000% Burn DMG (PHY). For 10s, increase Allies' Disquisitional Rate past 100% + Increment Allies' Arts past 3/s [Type E]. 3100 Interruption

Passives:

  • Increment Disquisitional DMG past 40%.

  • When HP is less than thirty%, increase DMG by 20%.

  • When HP is higher up 80%, increase Arts' and True Arts' buff durations by l%.

Thoughts on Santa Milim:

I have a fleck of a hugger-mugger...I love Santa Milim. Not actually every bit a grapheme per se, just I love her kit. Her slots are pretty mediocre, but a Support unit of measurement that grants 100% Crit Rate and Art Gen simultaneously is exactly what I've been waiting for in this game. I'chiliad pretty tired of not having options to include teamwide 100% crit without having to slot in Vox or Regulus into a team comp, mainly because the team comps I want this for have enough of DPS and crave more Fine art Gen to function. Santa Milim changes that, and boy am I glad that the days of waiting for a unit of measurement similar this are over.

Volition she exist used? Probably not. Generally Voice is a skillful plenty DPS to warrant using him in a team comp, at the expense of not being able to make that perfect loftier DPS sustain comp. Her slots and horribly niche applications are just not something that I can see being all that popular. Even though her Crit application is teamwide, I still recollect base Milim is amend on the footing that she comes with better slots and a more focused kit in general. Though the Art Gen is worth because, Blazon East stacks with everything except for Human Rimuru, so even with garbage slots (making her a very slow starter), Santa Milim will still come across some utilize due to her rare Art Gen grouping.

Personal Rating: A or A+. With meliorate slots, she would exist a shoe-in for S- tier.

New Year'south Milim (Calorie-free, Demon)

Stats Level 90 Max Tasmon Equipment Slots
HP 7300 +999 five* Physical
ATK 3120 +478 5* Magic
DEF 2288 +353 iv* Support

r/grandsummoners - Grand Summoners Slime Collab Megathread!

Awoken New Year'southward Milim

Skill: 2000% Light DMG (PHY). For 7s, increase own ATK past 10%. 500 Interruption

Arts: 18000% Low-cal DMG (PHY). For 20s, increase own accuracy by 20%, and own DMG by 60%. 1300 Break

True Arts: 65000% Light DMG (PHY). For 12s, reduce Enemies' Light RES by 50%. 2000 Intermission

Passives:

  • At the start of a Quest, for 60s, increment Allies' ATK by xl%.

  • At the outset of a Quest, increment Allies' Arts by fifty.

  • Increase MAG RES by ten%.

Thoughts on New Year's Milim:

Out of all the Milims, this one seems to be the best one. Not only does NYMilim have a focused kit, but she really brings something more to the table other than high multipliers, critical boosting, and a Support slot. NYMilim is the premiere Light Nuker that may finally put Light nuking back on the map for full general content, though this would largely exist contingent on her animation speed and hitboxes, then she could keep up with Saitama.

50 Arts teamwide, forty% ATK teamwide, a ridiculous multiplier and l% Light RES downwardly just make her absolutely ridiculous for nuking, as she comes with a free Blazon-0 and Gaimalse, while still possessing the slots that are most valued in nuking. Light nuking has e'er struggled with a lack of back up over the years, just with Saitama, Kazuma, Sonije and even Liza seeing some use in Light nukes, NYMilim might be but what the squad comps needed to concord everything together.

Personal Rating: A+ tier.

Benimaru (Fire, Demon)

Stats Level 90 Max Tasmon Equipment Slots
HP 7300 +999 five* Physical
ATK 2930 +431 5* Magic
DEF 2500 +343 4* Defense

r/grandsummoners - Grand Summoners Slime Collab Megathread!

Awoken Benimaru

Skill: 1800% Burn DMG (PHY). Increment own Arts by 10. 8s CT, 900 Pause

Arts: 15500% Burn DMG (MAG). For 20s, increase own Skill CT REC by 50%, increase own DMG by thirty%. 1800 Break

Truthful Arts: 42000% Fire DMG (Mag). High chance to inflict Burn. If Enemy was Burned by own Truthful Arts or was already Burned when ain True Arts was activated, for 15s, reduce that Enemy's Magazine RES past seventy%. 3900 Break

Passives:

  • When near-death, increase Arts by ii/s.

  • Increment Critical Rate by 50%. Heal HP by 100/southward.

Thoughts on Benimaru:

Unfortunately, like Milim, Benimaru didn't really receive whatever substantial buffs or support this fourth dimension around. Better passives, more than improved slots, or more Magic RES down actually could accept brought him back into the limelight, only I don't run into that happening anymore.

Complaints aside, Benimaru is still a solid unit. Quite a few Fire nukers employ Magic Damage to delete enemies, similar Milim and Berwick. The condition for activating this upshot is really pretty easy to practise, since all you need is a unit to bring Volkans to guarantee it to hitting (unless the boss is immune to Burn of grade). Unfortunately, fourth dimension has not been besides kind to Beni, as nuke units accept slowly been shifting to Physical harm dealing, making Benimaru e'er so slightly less relevant.

Personal Rating: A

Shion (Dark, Demon)

Stats Level xc Max Tasmon Equipment Slots
HP 7100 +999 5*Concrete
ATK 3100 +475 v*Defence force
DEF 2361 +364 four*Support

r/grandsummoners - Grand Summoners Slime Collab Megathread!

Awoken Shion

Skill: 5000% Dark DMG (PHY). Increase BE generation of this Skill past 30%. 15s CT, 400 Break

Arts: 17000% Night DMG (PHY). For 20s, increase own Skill CT REC by 100%. 1600 Interruption

True Arts: 63000% Dark DMG (PHY). For 10s, increase ain accuracy by 100%. 3500 Intermission

Passives:

  • Increase Freeze RES past 100%.

  • While near-death, increase DMG RES by 10%.

  • On every employ of Arts or Truthful Arts, permanently increment own ATK and DMG by 30% (up to 150%).

Thoughts on Shion:

Shion is such a strange unit of measurement. Her skill is actually pretty interesting, dealing insanely loftier harm and generating more Exist non just from the bonus tacked onto the Skill, but also due to the 5k multiplier. Outside of that, she's pretty mediocre. High multipliers are no longer rare, then having i doesn't make her special in whatever way, shape or grade, and stapling niche/hands attainable buffs to her Truthful Arts volition not make her a adept pocket selection for content requiring Accurateness (Zeela has better slots, cheaper buffs with long uptimes; just use her if y'all need Accuracy).

Honestly, even with her potential 150% DMG and ATK from her passive, I just don't see any reason to expend the 500 Arts or the time necessary to use her to her fullest potential. Shion is just so unfocused and banal, and reading her kit just leaves such a bad taste in my oral fissure; they did not accept to exercise her this muddy.

Personal Rating: B or B+ tier.

Slime Rimuru (Water, Demon)

Stats Level ninety Max Tasmon Equipment Slots
HP 6500 +932 v* Defense
ATK 2520 +376 5* Defense
DEF 2380 +307 4* Healing

r/grandsummoners - Grand Summoners Slime Collab Megathread!

Awoken Slime Rimuru

Skill: 1500% H2o DMG (Mag). 7s CT, 800 Suspension

Arts: 10800% Water DMG (PHY). Low chance to inflict Paralysis. 2000 Suspension

True Arts: 25000% Dark DMG (MAG). For 15s, reduce Enemies' DMG RES by 20%. 3600 Pause

Passives:

  • Increase Player EXP gained on Quests by 10%. Does not stack with Abilities of the same proper name.

  • Increase ain evasion and accuracy by fifteen%.

Thoughts on Slime Rimuru:

A true remnant of the past, from when luck units weren't meant to be South+ tier units that fit into every team comp with admittedly 0 friction. With YYH, OPM, Goblin Slayer, and now Re:Zero, Slime Rimuru really has no identify in this metagame. There's nothing more for me to say; Genos fifty-fifty eclipses this awful unit with better slots, a ameliorate EXP passive, and better effects on Arts/TA. Slime Rimuru will simply exist as infant'south kickoff Luck unit for the newcomers who bring together during this collab. He'll get you through multiplayer lobbies where luck is a must, but other than that, you lot should dump him as before long as you lot go your easily on Edram.

Yes, I know that the Defence force slots make Slime Rimuru a decent budget option for content like F21 and such, simply at this point, with how often GL gives out units, upkeep should be entirely out of the question on the "unit" front. And yeah, I get how this fits thematically, yet makes him garbage.

Personal Rating: F tier

Personal Rating [Luck]: F tier, Defense force slots are useless for full general farming.

r/grandsummoners - Grand Summoners Slime Collab Megathread!

In fear of hitting the paradigm limit for a Reddit post, I take included every single gacha equip in this image, though there will exist three different banners afaik. Permit'south take a wait:

r/grandsummoners - Grand Summoners Slime Collab Megathread!

Equips from left to right: Milim Kimono, Dragon Knuckle, Milim Socks, Rimuru Kimono, Milim Santa, Milim Sandals, Rimuru Santa, Milim Clothes, Milim Necklace, Rimuru Sword, Benimaru Clothes

[NY] Milim Kimono - 5* Magic

5800% Light DMG (Mag) For 30s, Increase Ain Low-cal DMG by 40%. 50s CT, 700 Pause

This is just a worse version of Iris Doll lol. Slightly meliorate uptime, worse DMG boost. Simply...why?!

[NY] Rimuru Kimono - five* Support

For 10s, Increment All Allies' CRIT Rate past 100%. Increase All Demon Allies' DMG past 50%. 120s CT

A decent equip, that'due south for certain. Though Letterbag is no longer equally popular equally it one time was, information technology nonetheless sees occasional use in equip nukes/teams that don't need Art Gen to nuke. Since this is just an explicitly amend version of Letterbag for Demons, obviously it's pretty expert. Information technology's hard to say if this will make whatsoever new nukes possible, simply if you are all about nuking, be sure to pick this one upward.

[NY] Milim's Sandals - 5* Magic

5000% Light DMG (MAG) For 8s, Increase Own CRIT Rate past 100%. 50s CT, 500 Break

Critical Rate is and so accessible present, and with equips like Letterbag, Terra Conjunction, and the new Rimuru Kimono, selfish crit based equips like this one really have no place in the meta. Could it see some use? Maybe, nether the right circumstances, though I don't imagine this equip will be making many waves in the metagame.

[NY] Dragon Knuckle - 5* Concrete

7500% Light DMG (PHY) For 8s, Increment Own ATK by 50% and Reduce Enemies' PHY RES by 30%. 55s CT, chiliad Interruption

Definitely the best equip out of the bunch, Dragon Knuckle merely improves on an older nuking equip - Snippity Snips - while nonetheless keeping Blazon thirty relevant by not replacing it completely. Knuckle is more than selfish, but in any nuking comp that doesn't utilize Fire DMG, the 50% ATK increase is going to do more than a completely useless Burn RES down. I wouldn't say it's worth pulling outright for Knuckle, but I also tin can't imagine it being a bad idea to do so either, particularly if you enjoy nuking.

[XMAS] Rimuru Santa - 5* Support

Increases all allies' Arts guess by 40 + For 5s, Increment all allies' Demon unit'due south Fine art Approximate past 6. 120s CT

Hm, what a mediocre equip. With how optimized teamwide Art Gen equips are becoming, peculiarly in JP, information technology's hard to justify the existence of something this bad. It's worse than Type-0 if the status isn't met, but even if the status can be met, in that location is no universe where this is used over Type-0. 70 Arts typically isn't enough to get a team comp started, so equally long as you have an Art Generator like Fen, you'll be better off slotting an LDH on him or something.

[XMAS] Milim Santa - 5* Healing

Heals HP of unit with lowest Current HP by twenty% + For 6s, Heals all Allies' HP past 5%/s. 40s CT

A 30% Heal + twenty% to the unit of measurement with the lowest HP is actually pretty proficient. Heal equips are generally unspectacular, with some exceptions like Demonic Globe and Feena Wings being the saving grace for the slot, but this equip might be i of the "greats" as well, though information technology doesn't take much to compete with. I tin can mainly picture this equip being particularly strong on F26, where some of my units lose HP faster than others due to the DPS they deal to Ignis and whatnot, as this equip provides a valuable heal in a pinch. Again, non worth pulling for, just not bad really.

[XMAS] Shion Santa (not pictured because I am a dunce) - 5* Defense force

For 30s, Increase Allies' PHY RES past 20% and Paralyze RES by 100%. 40s CT

Ehhhhhhhhhh, I have mixed feelings about this equip. For one, it's uptime is ridiculous, and might be the sole reason this equip sees play. On the other hand, the resistances are small and non worth using over other, more readily available equips like the Gargantua clones. I wouldn't pull for this, personally, but it'southward interesting to see. Hopefully they buff this whenever TenSura comes back around.

[XMAS] Milim Socks - five* Physical

3000% Fire DMG (PHYS). For 6s, Increment Arts Guess by ii. If the user is Burn, Instead, For 6s, Increment Fine art Gauge by 3. 20s CT, 400 Interruption

Grrrrr, they keep making bad equips!!!!!! Aye, on paper this looks alright, giving Fire units nearly 1 Arts per second if they equip this, but when you lot consider the existing alternatives, this falls short on well-nigh every degree. For non-fire units, this is simply a worse True Izanagi, providing the aforementioned Arts/second without the Equipment CT passive. And fifty-fifty if y'all're using a Fire unit of measurement, equips similar Hiei's Sword and Kanesada simply generate more Arts over time, making them more valuable picks over this. This equip is alright if you don't have anything else, merely generally, it's just outclassed.

Milim'southward Clothes - v* Support

Increase all allies' art gauges by 5 for 10 seconds. 45s CT

One of the best equips in the game, to-date. This equip packs one of the best teamwide Arts/second totals in the game, edging out even Goku Compatible in terms of total Arts generated (though information technology gets beat out by other factors). I've been using my Milim's Dress-es consistently for ii years now, and I can wholeheartedly recommend this amazing Back up equip if you lot have the gems to guarantee it. Personally, I think 1 is enough, since it doesn't stack with other copies and micromanaging two of them is more often than not just a hassle. Basically: Pull for this equip and this equip just. Information technology's amazing and you lot won't regret having one.

Milim'south Necklace - five* Magic

1000% Burn DMG (MAG). lxxx% take a chance of Burning enemy. 15s CT, 400 Pause

This equip is exactly what it looks like, and cypher more. If you lack skillful burn units, this equip is an okay substitute for stages like Goldola AWK, not seeing much more use exterior of that. Just use Gran Dauntless.

Rimuru's Sword - 5* Physical

12000% H2o DMG (PHYS). If user is Demon, increment own DMG by 50% for ten seconds. 120s CT, 2000 Break

Jeez, Hiei's Sword really destroyed the Physical equip metagame, didn't information technology? Not only is this equip more conditional than Hiei'due south Sword, but the buff is shorter, the uptime is shorter, and information technology doesn't generate Arts. Non everyone has access to Hiei's Sword, just for those who would even be able to benefit from an equip like this, information technology's generally worse than near other Physical equip options in the game -- for both nuking and general content.

Benimaru'due south Clothes - iv* Defense

Reduces all allies' DMG taken by 25% for 10 seconds. Increment all allies' Critical RES by 10% for 10 seconds. 50s CT

A decent iv* Defense selection. The Critical Resistance is pretty depression, as is the uptime of this equip, only for stages similar F21, this equip will profoundly assist in mitigating Number two's high DPS on Arts usage for units like Thetis. Non exactly worth pulling for, just a nice consolation prize if yous pull it before Milim's Clothes.

Onto the farmables!

r/grandsummoners - Grand Summoners Slime Collab Megathread!

Equips from left to right: Benimaru's Sword, Magic Seal Mask, Rimuru's Clothes, Hercules' Edge, Milim's Boots, Rimuru's Scarf, Milim's Hairpins

Benimaru's Sword - 5* Concrete

6000% Fire DMG (PHYS). Increase own Accuracy rate by 30% for 8 seconds. 60s CT, 2400 Suspension

  • ATK 5% UP.

Eh, this equip is pretty mediocre. Even for stages that take bosses with high evasion or consistent blind infliction, the uptime is too mediocre to really justify using information technology. Subcontract ane if you lot'd like to.

Magic Seal Mask - 5* Support

Increase target's Arts gauge past xv for five seconds. 35s CT

  • Reduce Magic DMG taken by 5%.

Believe it or not, this equip really isn't a gamechanger. The Arts per second for MSM (ii.14) is worse than LDH and Optima Rade (2.5), and even Swashbuckling Fen (two.22), but what makes MSM so valuable to new players is how piece of cake it is to farm. Even though LDH is worth the endeavor, it takes fourth dimension to farm, and MSM is a great beginner equip to tide players over until they become the motivation to farm out LDH. Farm 2 if you're new and take no LDH'southward, otherwise ane should be fine.

Rimuru's Clothes - 4* Magic

5800% H2o DMG (MAG). Increment all Water allies' ATK by 20% for 10 seconds. 60s CT, chiliad Pause

  • DMG to Fire Enemies 5% UP.

I reaaaaally love this equip. Since Water units are arguably the all-time in the game, this equip is a great slot in for water-based comps. It has a high and fast multiplier, making it great for clearing stages chop-chop and generating BE, and the uptime is fifty-fifty somewhat decent. Given how many Water units have random 4* Magic slots and the mediocrity of 4* Magic equips, I think this is i of the few 4* Magic equips that manages to actually bring something proficient to the table. Farm ane to MLB.

[XMAS] Hercules' Edge - 5* Physical

6000% Dark DMG (PHYS). For 10s, Increase own Be Generation by 30%. If user is Demon, Instead, Increment own BE Generation by 40%. 50s CT, 350 Break

  • ATK 5% Upwardly.

An interesting equip to say the least. I'1000 having a tough time predicting just how useful it volition be, only I'1000 inclined to say it'southward pretty bad, considering it's sole purpose is generating BE, despite having a pitifully depression multiplier for doing so. Still, for newer players and collectors alike, I'd recommend farming at to the lowest degree one of these, not necessarily to MLB.

[XMAS] Milim's Boots - four* Defense

For 10s, Increase All Allies' DMG RES by 5% + Reduce DMG Dealt by Demons to All Allies' by 10%. 20s CT

  • DEF v% UP.

Pretty mediocre DMG Resistances with an alright uptime. The weather condition for this equip to fifty-fifty be usable are quite slim, and given just how hands obtainable alternatives like Siegel, Michael, and Phantom Mask are, I'g inclined to say that this equip sucks. Farm one if yous'd similar to.

[NY] Rimuru's Scarf - 5* Concrete

2500% Dark DMG (PHY) For 10s, increment ain DMG to Enemies who you have Elemental Reward over by forty%. 30s CT, 400 Break

  • Skill DMG 20% UP

Quite the interesting equip, Rimuru'due south Scarf stands out but doesn't seem to perform. Physical slots are very valuable for units, either existence great for slotting in nuking equips, or sustain based equips that pack moderate Art Gen in them. This equip doesn't really excel on either of those fronts, declining to generate Arts for sustain-based comps, and failing to provide a substantial DMG buff to the team, or at the very least, the user. I'd farm one of these to MLB though, because I can personally think of a few stages where this might not be total garbage.

[NY] Milim'southward Hairpins - 4* Physical

3500% Calorie-free DMG (PHY) For 10s, Increment own ATK past 20%. 40s CT, 1500 Pause

  • PHYS DMG taken 5% Downwardly.

Ugh, another bleh equip. Farmables from crossovers have been amazing in the past, run into Raphtalia'south Sword and Sword of Trials for an instance of this, only this time effectually we don't really accept much to look forrad to. Though this equip has a higher uptime than Bray Cannon, the vitrify is more selfish, and fifty-fifty yet, Bray Cannon sees about no utilize outside of nuking. Farm one of these if you lot'd like to, though you lot don't need to MLB it.

r/grandsummoners - Grand Summoners Slime Collab Megathread!

Helper Rewards Render!

Same deal every bit last time, if you're above Rank 80, you tin join multiplayer lobbies that have the "Helper Reward" tag on them to collect some very time-consuming, only very valuable rewards! Here's what you'll get after completing all 200 Helper runs:

10x Slime Revival Tickets

60x Flux Drops

60x Medium Potions

50x Crystals

20x Lucky Gems

The Lucky Gems alone make doing this worth information technology, just the other rewards are pretty sugariness as well. And likewise, I personally found it fun to assistance newer players run content, so I'm ecstatic that these rewards are returning. This is one of the best things GL has implemented recently.

Login Bonuses

r/grandsummoners - Grand Summoners Slime Collab Megathread!

Bonuses will run throughout the collab

These are some of the login bonuses nosotros'll exist seeing throughout the event. The first bonus giving us 50 crystals and a Rainbow Gem, and the other bonuses giving united states 500 Alch apiece some collab summon tickets!

I'grand going to wrap upwardly this write-upwardly for now. There's a chip more than information I left out, regarding the Step-Upwards Banner for this collab and Awoken Ashe Toto, but TenSura is huge and I've been typing for as well long. Thanks for reading this equally always, and all-time of luck in your summons!!!!

-Branch

montgomeryyoucity.blogspot.com

Source: https://www.reddit.com/r/grandsummoners/comments/l7p8c5/grand_summoners_slime_collab_megathread/

Post a Comment for "Will Grand Summoner Bring Back the Old Slime Again"