Introduction
- Regular Attack
- Arts Damage
- Position
- Ranged
Suzuran is a Decel Binder Supporter with a kit centered around consistent application of Slow to make use of her damage amplification. It’s split between consistent damage and slowing against one or more targets, and a purely supportive burst ability in a large area. The latter is what she’s best known for, as the variety of effects it brings, combined with its duration, make her a potent amplifier.
Operator Stats
- Health
- 1480
- Attack Power
- 596
- Defense
- 128
- Attack Speed
- 1.9 sec
- Arts Resistance
- 25%
- Block
- 1
- Redeploy Time
- 70 sec
- DP Cost
- 16
- Range
Y1 Y2 Y3 Y4 X1 active cell active cell active cell active cell X2 active cell operator cell active cell active cell X3 active cell active cell active cell active cell
Her stats are fairly average, aside from a slight HP lead over Angelina. Ultimately, they aren’t too important, given her predominantly support-oriented role in serious teams.
Strengths
- High uptimes thanks to SP generation talent on top of normal SP costs
- S3’s high initial SP and her low DP cost make her easy to helidrop just before important waves
- Able to provide very strong crowd control, alongside regeneration healing that affects otherwise unhealable operators and summons
- One of the strongest and easiest-to-use sources of damage amplification
Weaknesses
- Lacking in damage output, especially when using S3.
- Her skills with better damage output are poor at making use of what makes her good - the damage amplification
Talents
Skill Aura - Supporter
When deployed, increases the SP recovery rate of all Supporters by +0.4/second (only the highest effect of this type takes place)
This talent’s biggest impact is making her a lot more comfortable to use due to the drastic reduction in downtime. With her cheap DP cost, it’s easy to apply for other Supporters too.
Binding Circle
Enemies in range that are Slowed are inflicted with 20% Fragile effect for an equivalent duration
What’s important is that this is the foundation for S3’s damage amplification. Beyond that, it’s not too relevant. Passively, it adds a nice little damage boost for allies attacking enemies she’s slowed already. Note that Slow applies after damage, so she (and other Decel Binders if hitting unslowed enemies within her range) can’t generally take advantage of it.
Skills
I'll Do My Best
Per Second RecoveryAuto Trigger- Initial SP
- 0
- SP Cost
- 20
- Duration
- 30 sec
ATK +80%, ASPD +30
Skill activated automatically
Straight and simple stat buff with fairly good uptime, both natively and thanks to the first talent. The uptime isn’t enough to really permanently slow a single target, and the damage is nothing to write home about. Decent if you want her to act as a pseudo-caster, but otherwise forgettable.
Skill Mastery
- Recommended Rank
- None
- Priority
- --
The overall gains are OK, but pursuing masteries carries a big price tag for what’s essentially just competing with normal core caster DPS.
Childhood Frolic
Per Second RecoveryAuto Trigger- Initial SP
- 0
- SP Cost
- 80
- Duration
- Infinite
ATK +60%, attacks hit up to 3 enemies
Unlimited duration
Actually does a good job when you want to slow down the pressure coming from a particularly troublesome lane or apply Fragile to a few people constantly. The damage, while poor, applies to several targets and can at least soften an incoming group of mobs while bunching them up together for your main line.
Skill Mastery
- Recommended Rank
- None
- Priority
- --
The modifier stays low throughout mastery, with most of the increases locked behind the last two masteries. The main thing to consider is whether you’d find the M1 target count increase worth the cost. Going from 2 to 3 targets helps make the skill more consistent, but the masteries are still generally not recommended, because she won’t be able to do much that can't be done with others instead, and using it comes at the cost of not using her S3.
Foxfire Haze
Per Second RecoveryManual Trigger- Initial SP
- 50
- SP Cost
- 70
- Duration
- 35 sec
Stops attacking; Attack Range expands, the effect of this unit's second Talent increases to 2 times, and all enemies within Attack Range are Slowed. Heals all ally units within range for 20% of this unit's ATK every second
Y1 | Y2 | Y3 | Y4 | Y5 | |
---|---|---|---|---|---|
X1 | active cell | active cell | active cell | active cell | empty cell |
X2 | active cell | active cell | active cell | active cell | active cell |
X3 | active cell | operator cell | active cell | active cell | active cell |
X4 | active cell | active cell | active cell | active cell | active cell |
X5 | active cell | active cell | active cell | active cell | empty cell |
This skill is incredibly impactful because of the variety of effects it provides. It's an entirely supportive skill - during the skill, Suzuran does not attack and greatly expands her range, slowing enemies within it for the entire skill duration, while also amplifying all damage taken by the enemies in range thanks to her talent. This combination of effects makes it one of the best crowd control skills in the game.
The damage amplification this provides thanks to the skill's talent effect increase is very strong, to the point of outdoing even the hexer supporters who specialize in debuffs. The skill duration is long enough to cover the duration of most high output skills – both keeping targets within range and making sure the buffed damage is put to good use. It even has good uptime thanks to a reasonable SP cost and her first talent, making it comfortable to cycle in sync with burst skills that have longer cooldowns.
On top of all this, the decent passive health regeneration, while not enough in cases where you’re facing very high pressure, alleviates pressure on your actual medics. It also allows her to help keep otherwise unhealable operators and summons alive, which is useful in some niche scenarios.
The main downside to the skill is that Suzuran herself won’t do much when it's active – she’s only as strong as the team you’re bringing for her to support. Another, lesser problem is that a lot of the time, it’ll feel like a waste to use it preemptively. The massive slow is a bit of a double-edged sword: while it keeps targets in range and prevents them from moving out, it can also stop new ones from getting into range of DPS units for a decent portion of the skill if misused. Although this isn’t a serious problem, it does require a bit of attention when devising a strategy for a stage.
Skill Mastery
- Recommended Rank
- Mastery 3
- Priority
- High
The skill improves its good points considerably through mastery – this primarily being the duration, Fragile amplification, and a big boost to the healing. The only thing really missing is greater initial SP - the initial SP increase saves a few seconds, but outside incredibly DP-starved strategies, this won’t really make a difference. The masteries are overall incredibly impactful for a skill that is already at its core one of the best in the entire game, thus making the masteries highly recommended.
Modules
- Health
- +180
- Attack Speed
- +6
Pocket Omamori
DEC-X
The base module’s additional trait is something that can be quite noticeable as long as enemies are able to get within range throughout Suzuran’s skill downtime. Stages 2 and 3 improve her first talent, which can be a nice bonus, but doesn’t matter much for Suzuran herself.
- Recommended Stage
- Stage 1
- Priority
- High
Suzuran is very powerful with her S3 encompassing many things, and the module allows you to make use of that skill more often. That alone makes the module a high priority for those making use of Suzuran’s S3. The charging time of S2 can also be decreased if she has enemies in range often. Additional upgrades allowing the talent to also grant ATK aren’t very relevant as supporters, including Suzuran herself, don’t need it to perform well. It improves her offense with S2, or her regen capabilities with S3, with only the latter having rare cases where the additional ATK might make a difference.