Last updated
Last updated
Output (DPS) | Thunder | Vaccine | APT25 | Justimon x2
Exclusive Microchip Core Effect: The limit of gaining additional action turn when dealing fatal damage +1.
Suitable General Microchip Core: After the first attack of each action round, additional +8% of the initial damage will be dealt to the Main Target as True Damage.
? AP | Direct Damage | EXE: +30 | Single Target
Override Effect: Treated as casting this skill using 10 AP.
Attack a single target, dealing 100% damage.
When this skill is used during active turn, gain 1 AP (this effect cannot be prevented by natural AP recovery block effect).
? AP | Direct Damage | EXE: +30 | Single Target
Override Effect: Treated as casting this skill using 10 AP.
After a 100% fixed probability to dispel all buffs, attack a single target 5 times, each time dealing 50% damage. Then, gain 1 AP (this effect cannot be prevented by natural AP recovery block effect).
If Justimon X has 6 or more AP when using this skill, consume all AP, have 100% basic probability to Delete all buffs. This effect ignores target's Status Resistance. Then, attack a single target 5 times, each time dealing 50% + (Consumed AP x 15)% damage.
? AP | Direct Damage | EXE: +30 | Single Target
Override Effect: Treated as casting this skill using 10 AP.
Attack a single target, dealing 250% damage. 100% of this skills damage is converted into Maximum HP Deduction for the target. Then, gain 1 AP (this effect cannot be prevented by AP recovery block effect).
If Justimon X has 6 or more AP when using this skill, consume all AP, attack a single target, dealing 500% damage. 100% of this skill's damage is converted into Maximum HP Deduction for the target, afterwards attack the target again, dealing 200% + (Consumed AP x 60)% damage.
Built-in Damage Increase +40%, Damage Reduction +40%. (Built-in stats also included when counting base stats)
When a target is fatally damaged after receiving Justimon X's active attack, Justimon X gains an additional turn and recovers 6 AP (This effect can only be triggered once per round, and cannot be prevented by natural AP recovery block effect).
Breakthrough recommendations:
1 Star: Unlock a lot of upgrade features such as microchips and awakening. would help to recover AP faster.
4 Stars: New Entry Effect would help you to enter ABC-sert faster.
6 Stars: Give him the maximum damage output and survivability with the Damage Increase and Damage Reduction stats boost from breakthrough and kernel.
1 Star (Justice X Kick Level 2)
+2 AP gained, skill damage +10%
Stats Boost : 5% Crit Rate
2 Stars (ABC-sert Level 2)
Built-in Damage Increase +10%, Damage Reduction +10%
Stats Boost : 5% Crit Damage
3 Stars (Justice X Punch Level 2)
+2 AP gained, skill damage +50%
Stats Boost : 8% Crit Rate
4 Stars (ABC-sert Level 3)
New Entry Effect, Randomly gain 1 Mode Enhancement among A Mode Enhancement, B Mode Enhancement and C Mode Enhancement
Stats Boost : 10% Crit Damage
5 Stars (Justice X Slash Level 2)
+2 AP gained, skill damage +50%
Stats Boost : 10% Damage Increase
6 Stars (ABC-sert Level 4)
Null Damage and Control Resistance would be able to take +1 hit, cooldown period for ABC-sert's fatal protection effect -1 turn.
Stats Boost : 5% Damage Increase, 15% Damage Reduction
Digimon New Century is a game where your DPS unit could act as a Control unit, and your Support unit could act as your DPS unit. They are so expandable. This recommendation only offers the basic look to how you could set this unit up, but don't be so rigid, try out your own unique build, it surely would fit your team better.
High Output Build
Damage Increase Burst Set (4) | |
---|---|
Sub Stats | Crit Damage +3 or +4 Crit Rate +1 or +2 ATK % |
Main Stat Slot-IV Plugin | Crit Damage |
5th Substat | Crit Damage +1 |
Core | |
Core Stats | ATK% + Crit Damage Crit Damage + Crit Rate |
Target Value | SPD +3000 to 4000 Crit Rate +140% Crit Damage +450 to 500% |
Gain 1-hit Null Damage lasting for 1 turn.
If Justimon X has 6 or more AP when using this skill, consume all AP, attack a single target, dealing 150% + (Consumed AP x 50)% damage. Then gain Invincibility buff, lasting for 1 turn.
Before using the enhanced skill, gain A Mode Enhancement which gives Crit Resist +50% and Toughness +100% for himself.
( Null Damage: Nullify the damage from any direct damage attack.)
( Invincibility: A unique buff in which the possessor won't take any damage while still inside this mode)
( A Mode Enhancement: Justimon X's beneficial halo which provides Crit Resist +50% and Toughness +100% for himself.)
Before using the enhanced skill, gain B Mode Enhancement which gives Crit Rate +50%, Crit Damage +100% for himself.
( B Mode Enhancement: Justimon X's beneficial halo which provides Crit Rate +50% and Crit Damage +100% for himself.)
Before using the enhanced skill, gain C Mode Enhancement, which allows Justimon X to ignore 80% of target's DEF.
( C Mode Enhancement: Justimon X's beneficial halo which allows himself to ignore 80% of the target's DEF.)
Entry Effect : After entering battle, gain 1-hit Null Damage and 1-hit Control Resistance, lasting for 2 turns.
After any target's action round, if Justimon X obtains all 3 Mode Enhancements, Justimon X will enter ABC-sert, gaining ATK +50%, Final Damage Increase +50%, and Final Damage Reduction +50%. During this form, before Justimon X receives a Fatal Hit, retain at least 1% of his HP after receiving all damage from the current round, then receives a Recovery Effect equivalent to 50% his Maximum HP. This effect have 3 turn cooldown.
X-Antibody Attribute : Justimon X is immune to Silent.
( Control Resistance: A special undispellable buff that completely resist any type of Control Status from the opponent throughout the duration of this buff.)
( ABC-sert: Justimon X's beneficial halo which provides ATK +50% and Final Damage Increase +50% and Final Damage Reduction +50% for himself.)
( Silent: A type of Action Restriction control status, disabling all skills aside from Normal Skill. This status also deactivate any passive effect from the disabled skills.)
Weakness (If you're using debuff team)
Assault (Suitable if the enemy has buffs)
Persuit (Suitable for multi-hits)
Cleanse (To prevent Abnormal Status)
Assault (Suitable if the enemy has buffs)
Weakness (If you're using debuff team)
Cleanse (To prevent Abnormal Status)
Assault (Suitable if the enemy has buffs)
Weakness (If you're using debuff team)