Ilulu (Alter)/Strategy/Ratings

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Crimson Reaper
  • Role(s): Damage Dealer/Offense Support/Defense Support
  • Slash Zone enabler.
  • Exceptionally high (1920%) all-target damage multiplier potential, but requires Another Zone for most of its damage.
  • Possesses an obscenely high (~1440% [non-AF turn], ~3360%+ [AF turn]) end-of-turn all-target damage multiplier during Another Zone, based on the number of Slash moves used that turn.
  • Can buff damage of party members by 60% if they attack after the enemy has acted, for 1 turn, which easily increases the ceiling of her end-of-turn attack.
    • this skill also grants a status for the same duration that causes the party's moves to be Delayed.
    • this skill also grants the party one stack of 50% Damage Reduction, and it debuffs PWR & INT of all enemies by 25% during Another Zone.
  • Can debuff Slash Resistance of all enemies by up to 100% with a Slash skill.
    • this skill also buffs party Critical Damage by 50% and party Critical Rate by 100% for 5 moves.
  • Passively debuffs Type Resistance of all enemies by 50% with her Another Sense.
  • Can buff party SPD by 50% and grant 30 MP Regen with the same skill, during Another Zone.
  • Can preemptively activate Awakened Slash Zone with a single move, once per battle.
    • the skill is still able to activate Slash Zone preemptively after this.

Very good damage potential that heavily depends on Another Zone, and so planning is required to maximize it. Also loses notable support outside of Another Zone. Being able to delay actions for the whole party is currently unique, but not to be done carelessly as sometimes the damage gain from it can be more trouble than it's worth. May want 4 skill slots to maximize potential in certain cases, depending on what the rest of the team can't provide.

101030181 rank5 command.png Skill Type 8 8.png
202000003 icon.png


Crimson Reaper
Water Zone Tier List S
  • Role(s): Damage Dealer/Offense Support/Defense Support
  • Very high (1200%+) all-target damage multiplier potential, but requires Another Zone for most of its damage.
  • Possesses an exceptionally high (~960% [non-AF turn], ~1600%+ [AF turn]) end-of-turn all-target damage multiplier during Another Zone, based on the number of Slash moves used that turn.
  • Can buff damage of party members by 60% if they attack after the enemy has acted, for 1 turn, which easily increases the ceiling of her end-of-turn attack.
    • this skill also grants a status for the same duration that causes the party's moves to be Delayed.
    • this skill also grants the party one stack of 50% Damage Reduction, and it debuffs PWR & INT of all enemies by 25% during Another Zone.
  • Can debuff Slash Resistance of all enemies by up to 75% with a Water skill.
    • this skill also buffs party Critical Damage by 50%.
  • Passively debuffs Type Resistance of all enemies by 50% with her Another Sense.
  • Can buff party SPD by 50% and grant 30 MP Regen with the same skill, during Another Zone.

Solid damage potential that heavily depends on Another Zone and is augmented in the presence of other Slash party members, so planning is required to maximize it. However, you don't want to force random Water Slash characters in the party just for this. Also loses notable support outside of Another Zone. Being able to delay actions for the whole party is currently unique, but not to be done carelessly as sometimes the damage gain from it can be more trouble than it's worth.

101030181 rank5 command.png Skill Type 8 8.png
202000003 icon.png