Scroll of Light & Darkness, Temple of Wishes
Increase the Critical Rate of ally monsters in Guild Battles by 24%.
Worth fully skilling up, but use family skill ups instead of Devilmons
|Level||Min||Lv. 30||Min||Lv. 35||Min||Lv. 40|
|SPD||CRI RATE%||CRI DMG%||RES%||ACC%|
Leader Skill: Increase the Critical Rate of ally monsters in Guild Battles by 24%.
Skill 1: Returning Boomerang [340%ATK]: Attacks the enemy to decrease the Defense for 1 turn with a 50% chance. Attacks together with Chakram Dancer during her turn if she’s included in the ally team.
- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Harmful Effect Rate +10%
- Lv.5 Damage +10%
- Lv.6 Damage +15%
- Lv.7 Harmful Effect Rate +15%
Skill 2: Spirit Focus: Removes all harmful effects granted on yourself and increases your attack power for 2 turns. You instantly gain another turn after using the skill. (Reusable in 5 turns)
- Lv.2 Cooltime Turn -1
- Lv.3 Cooltime Turn -1
Skill 3: Lighting Flash [((SPD + 150) / 0.7)%ATK]: Attacks all enemies to inflict damage that’s proportionate to your attack speed and increases your attack bar by 10% each when you land a critical hit. Chakram Dancer’s attack bar will increase by 20% each when her attacks lands as a critical hit while they attack together. (Reusable in 5 turns)
- Lv.2 Damage +10%
- Lv.3 Damage +10%
- Lv.4 Cooltime Turn -1
|Early Game||Fatal or Swift / Blade||SPD / CRD /ATK% or ATK% /CRD/ ATK%|
|End-game||Rage/Blade||ATK% /CRD/ ATK%|
Overview: When the twins first came out, they were absolutely fantastic for clearing dungeons but were deemed too overpowered (when brought with an entire team of either Charkam Dancers/Boomerang Warriors) and were shortly after – nerfed to oblivion (combo only allows for 1 Chakram/Boomerang to be brought along now). At best, the twins combos are mostly mediocre now and most players would probably be skeptical in investing devilmons into at Nat 4 monster/ combo as they don’t all provide any over-the-top specialty or any PVP superiority over Nat 5 teams.
Being one of the rare L&D Nat 4′ units, Bailey does pretty well as an AOE nuker with her self attack power set-up and ATK Speed scaling damage. With decent runes, ATK Speed buff and with her self ATK power buff, Bailey can inflict upwards to 45K AOE Damage (on squishy low def monsters) which is quite decent for a Nat 4 and is an ideal Arena monster for speed clears. With the importance of the speed buff, its great to pair her with Bernard and Gemini (for ATK Spd buff, ATK Spd Lead buff, ATB Boost, buff strip, and armor break). Please note, Gemini can only strip if there are 2 or more buffs on the opponents since he will be receiving Bernards buff. For GW/SW, Bailey can be used in the same fashion and has the option of using her own 24% Critical Rate bonus. Critical rate is a crucial stat for activating the ATB boost from her third skill. Bailey is probably one of the only twins that can be extremely effective without her Chakram Dancer, but if you can fit one into your line-up – it’s a bonus.
TOA: Bailey is probably a pretty good AOE nuker for TOA normal and up to level 50 in TOA hard.
Raids: Bailey does not provide the support or damage for effective raid composition. Not recommended. For Rifts, she can be utilized in Dark Rift.
PvP Arena: Bailey shines in Arena as an AOE nuker under the right set up. Ideally you may want to pair her up with a Tiana, Galleon, Bernard, and all the house hold names for AOE cleave set ups.
PvP RTA: Unfortunately, during the Ban Phase, most RTA opponents probably won’t let you go through/get away with both a Charkam Dancer and a Boomerang Warrior and essentially banning one of them will severely reduce their effectiveness. Moreover, as a stand alone unit, Bailey requires massive set up in order for her to do her damage. Banning the armor breaker will render her much less effective.
PVP GW/SW: Bailey can be paired with Bernard and Gemini when facing teams with full shield/wall builds or facing the likes of fast double buff monsters such as Woosa. With proper speed tune, Bailey can be effective in a Galleon, Tiana combo. For safe measure, ensure that Bailey is set with100% Critical rate as she will have elemental neutrality on the board. Please note, for this to be effective against bruiser comps, her rune quality must be top-notch.
How To Counter: Firstly, banning any of her sibling counterparts will effectively reduce their capabilities together as a combo. But overall and alike the rest of the Boomerang Warriors, Bailey is especially squishy with her focused standard attack set up and low base defensive stats and thus can easily be taken down. With her middle to low grade base speed, she wont’ be out-speeding any opponents alone. Strike hard and fast if they are on defense.
- Works well with standard first turn set-ups via support such as Bernard, Gemini, Tiana, and Galleon.
- Mediocre to decent all around Base Stats. A little low on the base HP.
- Choice of Chakram Dancer to pair her with will depend on opponents team composition.
- Though recommended on Rage/Blade set up. Please ensure that you have eat least plus 100 ATK Speed in order to catch your ATB.