Mystical Scroll, Mystical Summons, Wind Scroll, Legendary Scroll, Temple of Wishes
Increase the Attack Speed 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 Attack Speed 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: Vacuum Boomerang [630%ATK]: Attacks the enemy to stun the target for 1 turn and increases the harmful effect granted on the enemy by 1 turn. Chakram Dancer’s attack will increase the enemy’s harmful effect duration by 1 turn each with a 50% chance when 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||Swift/Violent/Will/Blade||SPD/ CRD /ATK% or 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.
At first glance, the number one thing that shines above all else from Zenobia was – flat out – the 24% Speed Lead for GW/SW. This makes her an exceptional choice for this format as even select prominent Nat Fives sport the same leader skill such as Seara, and Chiwu. Not a big fan of her second skill but it has its uses for its self-buff and reducing cooldown on third skill, but with first skill defense break and an interesting third skill, Zenobia is a great overall GW/SW monster. The third skill can essentially increase her 1 turn Defense break into a 3 turn defense break if accompanied by a Charkam Dancer. By Increasing harmful effect turns this opens endless ripple effects of combinations that can be used such as 3 turn stuns, defense breaks, and etc. Even more creative is decreasing bomb times and detonating them immediately if accompanied with a Chakram Dancer. Zenobia is definitely one of the better Boomerang Warriors.
Dungeons: Before the nerf, they were an absolute beast for dungeons and were clearing record times. However, the twins combo is still Viable for Necro10 and DB10 partnered with a powerful Chakram counterpart.
TOA: With Zenobias third skill, a line of debuffs on TOAH monsters would be fun to play with. It’s highly recommended to user her with CC and DOT units.
Raids: Zenobia does not provide the damage for effective raid composition but her increase in harmful effects may prove to be useful and may increase your contribution points as her first and second skill work nicely as a first skill defense break and cleansing herself from harmful effects. For Rifts, Zenobia might be useful for Dark Rift when paired with a Chakram Dancer.
PvP Arena: Against most Arena Defenses, Zenobia doesn’t bring the right set up or AOE power to speed clear. For single target, one by one elimination, she might be viable. But usually, Arena is more focused on speed clears and as a defensive unit she is far too squishy to have any impact on the board.
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, Zenobia doesn’t quite have the skill set to match up with potent Nat 5 combos though her third skill might be able to help with some situations and in special league RTA.
PVP GW/SW: Zenobia is a solid offensive and defensive unit for GW/SW since she awakens with her 24% Speed Lead. There are a few combos that can be run with swift bombers that are quite effective in removing targets off the board quickly, But paired with CC units, Zenobia can assure that those units are effectively controlled (unless there is a presence of a cleanser on the defense). Pairing Zenobia with a Shaina and increasing the stun effects is also a great pairing while running them both on violent to gain the chance at multiple turns and thus leading to multiple hits.
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, Zenobia is quite squishy with her low base HP and 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 Bastet and Megan for ATB and ATK Power boost.
- 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. Works well with Shaina.