Template:Aamina

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Aamina

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Height Weight Birthday Body Shape
155cm 42kg Dec 24th 33D-23-35

Story

One of the few in the Tribe with a natural talent for magic. Learning everything on her own, she has become a support of the tribe and an indispensable healer in combat. Being truly naive, she is often tricked by the men in her tribe to perform a deep throat blow job, believing that by doing so, she can enhance her overall healing effects. She often complains that deep throating causes her difficulty in breathing, but her body reacts otherwise, so fully embraces the sensation. At times, she would practice with a small totem in private.

Review

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Summary

Aamina starts out at or below an average support. As her weapon is leveled, and her awakened weapon is made available and leveled, she becomes increasingly useful in PVP and many game modes. Players are warned of the long haul investment needed for her, but should consider it nonetheless.
TLDR: Aamina is an SS rank support with very high healing output potential, but includes a lot of random chance and random ally targeting. Her weapon can grant up to a full bar of energy to a random ally each turn. Aamina is 1 of the 2 top supports in PVP.

Breakdown

Her ultimate heals double on front row targets, but hits 3 targets randomly. This can range from worst-case healing all full health allies without reaching the hurt ally, (totaling 0 heal) to best-case healing 2 hurt front row allies for 30% each and 15% to a hurt back row ally (totaling 75% HP recovered). This gets combined with her 1st passive which heals 6% HP to all back row allies for a large but random chance healing potential. The 1st passive also gives 20% Armor to back row allies, reducing critical hit chance against them by 20%. This will reduce most attackers to 0% crit chance against the back row, except for Rangers who will typically start at 37-70% chance, (95% if Ayano is attacking with her full potential) depending which ranger it is and which accessory is used.

Her normal skill always targets the first position which is typically the tank, but can hit reasonably hard. Her second passive has an up to 40% chance to silence a mage every turn, making her more effective against teams with mages.

Her weapon grants up to 100 (full) energy to an random ally every turn, and at max weapon level will also heal the ally by 5% HP. This has a number of niche powerful uses, and is otherwise a moderate utility/damage increase.

Detailed Weapon Description: The energy grant and heal activate on Aamina's turn each round, making this an active effect. Speed differences between units can help or hinder this effect, i.e. A Ranger uses their ult then receives 100 energy, or the Ranger attacks to get to full energy then receives 100 energy after already being full energy.

Useful For

Anti-Mage Teams
Armor Stacking Teams
Mystic Tower: Imperial Tomb

Best Parings

Stats

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214745
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5%
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110
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70%
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1277246
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63160
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0%
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0%
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66248
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49967
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0%
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0%
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0%

Recommended Artifacts

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Weapon

The Nuer Totem
“As a member of the Nuer, you need to be strong and fit to be worthy of this totem, even if you are only responsible for the logistics!- The chief of the Nuer, Crazy Horse. The Nuer was one of the best fighting tribes in the world, and few other tribes would come after the Nuer. To avoid being attacked, many tribes offered to pay tribute to the Nuer to establish a friendly relationship. Living in this powerful tribe, the chief's daughter Aamina was not expected to take part in any training, but to be married to another tribe. Her father though, the chief Crazy Horse, expected more from Aamina. As a girl, Aamina became a support because of her natural ability to perform magic, but from her early teens onwards, Crazy Horse ordered her to train with the Nuer warriors. Even Aamina's mother found the intensity of the training too harsh and advised Crazy Horse not to do this to Aamina, but he stood by his decision. After years of training, Aamina was now able to carry the giant totem to small tribal battles with ease, and was a capable warrior and support. Aamina must be proud of her father's decision.

Weapon Review

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Summary

Aamina's weapon is a small energy bonus at low weapon levels, but grows into a random ally guaranteed ultimate skill use per turn at max weapon level. While the weapon has some negative synergies described below, this is best used with a party of units who would all benefit greatly from being rushed to their ultimate skill. Especially at max level, the weapon gives Aamina an additional team building option, rather than just her high random healing and backline armor bonus.

Technical Details

-Battlefield Aura: The recipient is randomly chosen and the energy (and the 5% HP heal at +30) is given as a battlefield aura passive. This means that it will occur before each round, with order prioritized against other battlefield auras by the unit's speed.
-Visual Glitch: Currently when the energy is given, the unit's energy bar will not show the gained energy until something causes their energy bar to update (i.e. getting hit, attacking, a different energy grant, etc). This is only a visual glitch, as the unit still has the energy and will use it if it makes them full.
-Unit Skill Synchronization: At +20-29 on the weapon, 50 energy is granted. The mathematical synchronization this can cause will tend to make the unit use their normal skill (2-Turn) more frequently. This can be beneficial when using certain units in certain specific situations, like Olivia vs Spirit Beast: Komainu. However, when the weapon reaches +30, this benefit will be lost and traded for far more frequent ultimate skills, which is better in the vast majority of cases.

- Negative Synergies: This weapon tends to create negative synergy (especially at +30) with a small number of units who will become less efficient when their ultimate skill gets rushed. A primary example is Ayano, who needs to use her normal skill to raise her critical hit chance, but when she is gifted energy and it forces her to ultimate without first using her normal skill, it can lead to reduced damage. Another more simple example is Jill, who deals the most damage from normal attacks, so rushing her to her ultimate skill will reduce her total normal attacks.

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43140
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718170
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13320
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10050

Skills

Name Effect
link={{{4}}} Totem Fire Prioritizing on the front row, deal 120/140/160/200% ATK as Magic Damage to 1 enemy.
link={{{4}}} Praise of Life Casts a Healing effect on 3 random party heroes, if the target is in the front row, recovers 15/22/30/40% HP immediately. if the target is in the back row, recovers 7/11/15/20% HP immediately.
link={{{4}}} Protection of Nature Casts a Strengthen effect on all party heroes in the back row every round, increases the affected target's Armor by 10/15/20/25% for 1 round, recovers 2/4/6/8% HP immediately.
link={{{4}}} Awe of Nature Has a 20/30/40/50% chance to cast a Silence effect on 1 random Mage enemy every round, preventing the effected target from using Active Skill for 1 round.
link={{{4}}} Ancestral Protection Casts a Energy Grant to 1 random party hero every round, increases the affected target's energies by 15/25/50/100. (+30) and recovers HP by 5%


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