|Level||Min||Lv. 30||Min||Lv. 35||Min||Lv. 40|
|SPD||CRI RATE%||CRI DMG%||RES%||ACC%|
Leader Skill (Awakened): Increases the Attack Speed of ally monsters with Wind attribute by 30%.
Skill 1: Ninja Stars [(SPD + 145) / 0.65%ATK]: Throws ninja stars to attack and inflicts Continuous Damage for 1 turn. This attack will deal more damage according to your Attack Speed.
- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Damage +10%
- Lv.5 Damage +10%
Skill 2: Slicing Winds [((SPD + 150) / 0.5%ATK)]: Inflicts great damage by slashing the enemy with the energy of the sword and reduces the enemy’s Attack Bar by 50%. The damage of this skill increases according to the Attack Speed. (Reusable in 3 turns)
- Lv.2 Damage + 5%
- Lv.3 Damage +10%
- Lv.4 Damage +10%
- Lv.5 Cooltime Turn -1
Skill 3: Storm and Gale [((SPD + 320) / 3%ATK) x 6]: Rapidly throws 6 ninja stars, dealing damage and inflicting Continuous Damage for 1 turn if you get a Critical Hit. This attack will deal more damage according to your Attack Speed. (Reusable in 5 turn(s))
- Lv.2 Damage +10%
- Lv.3 Damage +10%
- Lv.4 Cooltime Turn -1
|Early Build||Swift or Fatal + Blade||SPD / CRIT R% / ATK% or ACC%|
|GB10 Build||Fatal or Rage + Blade||SPD / CRIT R% / ATK% or HP%|
|Bernard Support||Swift + Blade||SPD / CRIT R% or HP% / HP% or ACC%|
|End-Game Nuker||Violent or Rage + Blade||SPD / CRIT D% / ATK%|
- Ninja Stars: Inflicts damage that’s proportionate to the Attack Power -> Inflicts damage that’s proportionate to the Attack Power and Attack Speed.
- Slicing Winds: Decreases the Attack Bar by 30% -> 50%
- Storm and Gale: Inflicts damage that’s proportionate to the Attack Power -> Inflicts damage that’s proportionate to the Attack Power and Attack Speed.
Dungeons: Orochi’s leader skill and DoTs makes him a great monster for beginner friendly speed teams in GB10. With strong multipliers on both his 2nd and 3rd Skill, he can actually clear the trash waves surprisingly fast, considering its single target attacks. Once you’ve reached the boss stage, the DoTs and attack bar reduction helps to protect your team a lot, as the boss will generally take a lot of damage by the time he moves. Furthermore, with a 6-turn hit, Orochi is practically guaranteed to take the counter-attacks from the boss, which with his elemental advantage and high base HP, shouldn’t be a problem.
- Orochi is also amazing for the Water Dungeon, where his DoTs will deal huge damage to the final boss.
Raids: Unfortunately, the bosses here doesn’t take any damage at all from DoTs, making Orochi here effectively useless.
ToA: Similarly, DoTs doesn’t take into effect against the bosses of ToA. Alternatives such as Hemos, Thrain and Baretta will be much more effective here.
PvP: Orochi can be built two distinct ways, either as a pseudo-Chimera nuker or a speedy support. You can runed him up with as much speed and damage as possible to take advantage of the 2nd Skill’s damage, or have him relatively tanky and make use of his DoTs and attack bar reduction utilities. With strong multipliers and decent base attack and speed, the better build will be entirely dependent on the rest of your team.
Do take advantage of his 30% speed leader skill, which pairs perfectly well with Bernard. The most common team that can take advantage of this is an Orochi-Bernard-Lushen-Sieq or Megan comp, where Orochi basically acts as a substitute Psamathe or Vanessa. You should try to rune Orochi 76% of Bernard’s speed, where he can then use his 2nd Skill to reduce the attack bar of the enemy’s Bernard or Orion to allow the rest of your team to get the first move.
How to Counter:
Orochi is much more often found in defenses of lower ranks. For Orochi himself, monsters that reduces the likelihood of crits, such as Acasis and Betta are great counters. If not, Will buffers such as Chloe and Delphoi can generally do the job too. Once you eliminate his DoTs damage, Orochi is no different from any other Wind damager.
On the other hand, you may have to be wary of his universal 30% speed leader skill for wind monsters. If paired with Bernard, the enemy team is very likely to go before yours. Fortunately, Orochi teams are normally filled with Wind damagers too, making it rather predictable on who they’ll attack. You can just bring a near-full fire comp, with one slot left for a different element bait or tank for the enemy AI to attack. Once the enemy has moved, simply eliminate their strongest nuker, and you can auto the rest of your way.
- If you’re using him exclusively for GB10 and the Water Dungeon, remember that 85% crit rate is enough instead of 100%.
- Accuracy is also crucial for his DoTs to land. Due to his high base HP, you can choose to run a slot 6 ACC% rune instead to ensure that the DoTs will land. Get some HP substats from the rest of the runes to compensate for this.
- With strong multipliers and average base attack, Rage sets would be far more effective than Fatal ones.
Orochi is an amazing monster, especially if you’re lacking speed leaders in your roster. I normally use mine against enemies where one AoE nuker is enough, allowing me to guarantee my Lushen or other nuker to get his attacks off. The DoTs are also situationally useful, as it can easily get rid of a key monster such as Chasun if she survives the initial attack.