![]() ![]() You will have to be careful the next turns, however (especially because it lowers its HP), and also take into account that (in Mask of Arcadius) it will substitute any other buff that you previously cast on her (Full Forward, ATK up and Aim Up won't work on her after she "awakens", the buffs are not stackable). While this also prevents the Seraphim from shooting in the first turn, this can be advantageous as if the Seraphim doesn't damage/destroy any enemy unit it is less likely that the enemy will pay attention oto her. Another way would be to use Awaken, a very powerful ability that, in exchange of 100 Energy and the loss of 75 HP, gives the Seraphim a buff of 100% accuracy and power (effectively doubling them) for the next two turns. Due to its power the Seraphim is often prioritized by enemy attacks, thus it's recommended that you upgrade its hp so that it can withstand at least a turn of attacks, or find some other way to protect it. ![]() The Seraphim has extremely low starting HP at 375, but makes up for it with its powerful kinetic rifle capable of dealing massive damage at extremely long ranges, even against enemy ships. It's unlocked after completing the battle at the Ryuvian's ships graveyard. The fact that despite it it's still able to fight equally to other customized Ryders shows the true might of the Holy Ryuvian Empire. Despite it, while it has a number of incredibly advanced systems, it's combat prowess is limited relative to other pieces of Lost Technology, the reason being that for the Ryuvian empire the Seraphim was merely designated as a scout and emergency machine (and it went 2000 years without maintenance). A model dating from the golden times of the Holy Ryuvian Empire, it's a piece of Lost Technology. ![]()
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