Table of Contents
Early Game Tier T1
Mid Game Tier T1
Late Game Tier T2
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Despite her doting Onee-san personality, Narmaya (often called Naru) is one of the most ruthless dark attackers to be found. With a kit focused on an extremely high burst that very few other characters in the game can reach, she can slaughter enemies and send them into Break mode very quickly, but at the cost of having lowered defenses.
Permanent 70% on-element Echo
Thanks to her Butterfly Effect skill, Narmaya can be constantly buffed by on-element echo. It makes up for a lack of a strong ATK self-buff, and even allows her to overcap by a large margin.
Overdrive Assassin with guaranteed multi-attack
By combining her second and third skill, Naru is able to greatly increase her auto-attack damage for one attack, while guaranteeing at least a DA on it. Combined with her 70% echo, it is possible for Narmaya to reach close to 2 million damage per single attack.
Powerful DEF down debuff
Narmaya is also able to debuff her enemy with a powerful 25% DEF down, allowing one to cap DEF down if Mist has been applied.
High maintenance character
Naru’s kit is very button-heavy, and requires one to often pay attention to her stance system to activate the right effect on her skills. She also requires one to constantly refresh her Butterfly Effect to not lose her echoes, but pressing this skill will self-cast a skill seal debuff on her which adds an additional layer of complexity.
Squishy and vulnerable to AoEs
The offensive power she gets comes at the price of lowering her own defense, making Narmaya take more damage than other characters. This is especially true regarding AoE attacks which she cannot defend against.
Narmaya specializes in powerful burst damage at turn 2 or 3 of short battles, generally aiming to kill or break the enemy after her Overdrive Assassin is used. She also brings a fair amount of utility, but making use of both her burst and utility often end up being tricky. That’s mostly due to her stance system, which she switches between upon using her first skill. Depending on the stance she is in, Naru’s skills will have different effects, but will still share a common cooldown.
Naru’s first ability is Butterfly Effect. When using that skill, Narmaya will gain 70% superior element echo for 4 turns, 5% stackable ATK up (up to 50%, special mod) and 7% stackable self DEF down (up to 35%). It’s important to note that if playing against non-Light enemies, Narumaya’s effective echo damage will end up being lower due to how damage calculation works. It switches Naru between Dawnfly Stance and Freeflutter Stance, and will also inflict a one turn skill seal on herself. This forces the player to decide which other skill to use in her kit before swapping stance in order to get the best effect. Unfortunately, the skill seal and the DEF down effects are not removable by clarity related skills.
Her second skill is Transient, and has two different effects depending on the stance Naru is in :
In Dawnfly Stance, Transient will grant her a 100% DA / 10% TA buff for 3 turns.
In Freeflutter Stance, she will cast a 25% def down on the enemy. The debuff has a high accuracy, making it possible to land it even off-element.
Due to Narmaya always starting a fight in Freeflutter stance, it is impossible to cast her DEF down on turn 1. Using the DA/TA buff on turn 1 is fine, but in that case capping DEF down should be left to another character as Naru will not be able to utilize Butterfly Effect again until turn 6.
Kyogasuigetsu is arguably Naru’s most important skill, as it is the source of her insane burst damage. The delay effect on her Dawnfly Stance is quite bad, so it’s important to make sure that Naru is in Freeflutter stance when using the skill. The second condition is to make sure that the enemy is in Overdrive, as Naru’s assassin will only trigger against enemies in OD. While in itself an ODA is nothing impressive, when combined with her guaranteed DA and her 70% echo it becomes a deadly attack able to deal several millions worth of damage in a turn.
Narmaya’s fourth skill, Glasswing Waltz, will only unlock after 3 turns. It grants her the ability to obtain both stance effects on her next skill use. It should be applied to her second skill since both stance effects are great to have on it. This skill also boosts Narmaya’s next C.A: 60% C.A DMG increase and 30% C.A Cap up increase, and also gives her a 10% uplift buff for 3 turns.
Narmaya’s C.A effect also differs depending on the stance she is in. During Dawnfly Stance, she will gain 3 stacks of stackable ATK up (the same as the one she gets with her first skill) and 30% Dark ATK up for 3 turns after her C.A. In Freeflutter stance, she will remove all her self inflicted DEF down stacks, and gain a two-hits mirror image buff. These buffs allow Naru to have a better sustained DPS, while being less fragile and usable in longer battles.
Her support skill also serves as a complementary protection: a 5% chance to reflect 99% of damage taken (Plain damage excluded), as well as a Lethal Attack dodged effect allowing Narmaya to survive a fatal attack once during the fight. Naru’s second support skill is a 10% normal ATK up buff to every other Primal / Unknown / Draph ally, but it’s a negligible buff that is not worth building a team around.
While being a powerful attacker at every stage of the game, Naru will shine mainly in Early and Midgame setups, thanks to her ability to delete enemies.
Early game she serves as a great DEF down debuffer, while providing some good damage thanks to her on element echo, even though her squishiness can quickly become a problem.
Mid game, with a good grid to support her, her typical 2 > 1 > 3 > 4 skill combo can allow the player to completely eradicate an enemy in 2-4 turns, provided that he can be put in Overdrive on turn 1. Fueling Naru with TA buffs is important as she is the main source of damage with her ODA.
The End game is less kind with Naru, as she becomes a bit too high maintenance for most players due to her high button-pressing frequency. Even for one turn kills, she tends to not be used due to her skill seal preventing her from activating her ODA right away. Her lack of Sword proficiency also hurts her in an element often rocking Sword characters setups.
Still, Narmaya is a great pickup for most dark players and will remain a great source of burst damage until late in the game. She remains the top choice for damage per turn to those who wish to min-max, which guarantees her at least a niche even for end game dark teams.
Characters and Grid Options
TA boosting classes
Elysian equipped with a harp is a great choice to support Narmaya, offering her an important TA boost to increase her damage during ODA.
Glorybringer with a Ridill equipped as the main weapon has the ability to guarantee a team TA through the Resonance skill, not only allowing Naru to guarantee a TA ODA, but also to use her DEF down debuff instead of her DA buff.
Dagger classes equipped with a GW Dagger will be able to boost Naru’s TA rate as well.
Parazonium is an extremely powerful main weapon to use with Narmaya, as the C.A effect will not only boost her DA/TA rate but also add an additional 15% dark damage echo to her attacks. This echo will stack with her Butterfly effect echo, totalizing 85% echo which can be used with her ODA as well.
Trium is generally helpful to make Naru more likely to TA on her ODA, which means weapons such as Cortana or Cerberus Order are a great fit for her.
Enmity weapons in general combined with Summer Zooey are important in order to push the enemy in overdrive as fast as possible, while increasing Narmaya’s damage to its fullest in order for her to reach the damage cap on her ODA.
Avatar guns are a great alternative for Magna grids over Claws, as they also grant additional crit chance and DA, allowing Naru to be less dependent on her DA self buff to have good sustained damage.
There is pretty much only one combo setup consisting in using Warlock / Narmaya / Dark Jeanne / Summer Zooey. The skills brought are often Splitting Spirit, Dark Haze, and Chaser, with a Parazonium FLB main if possible (although a GW dagger also works). The idea is to use :
On turn 1: Cap def down debuffs, Splitting Spirit, Chaser, Conjunction, Naru’s Transient (2) and then Butterfly effect (1).
Ideally, the auto attack should push the enemy into overdrive.
On turn 2: Naru will still have very low HP and the echo of both Chaser and Parazonium added on top of hers, as well as a good DA/TA buff; will totalize some extremely high damage potential from her. Actvivate Naru's Assassin (3).
If the enemy is not dead on turn 3, continue to attack until turn 4 and unleash a Full Chain Burst with Naru’s fourth skill in order to kill / MVP the boss.
This setup works best with as much Trium as reasonably possible in one’s weapon grid in order to help Naru’s TA chance.
|Support Skill ★★★||Critical Hit ★★★||Critical Hit ★★★|
|Hostility down ★★★||Dark ATK ★★☆||Reflect ★★☆|
|ATK ★☆☆||ATK ★☆☆|
Narmaya’s support skill is a 10% chance to counter auto attacks, making her less likely to take damage. The hostility down node will sensibly decrease her chances to be targeted, while the reflect node adds up with her passive for an increased chance to reduce damage. The other nodes will boost her offensive power further.
Ring Bonus Suggestions
|1st Roll||2nd Roll|
|C.A cap||Triple Attack|
|Enmity (if Zooey)||Dodge|
The most crucial part is to try rolling for a TA boost on Naru. The C.A cap is the best fit on the first roll due to her 4th skill, but Enmity / Stamina / Critical are also a fine choice to increase her sustained DPS. A defensive bonus also has value if Naru is brought to longer fights.
Extended Mastery Info
Slight chance to dodge and counter one-ally attacks