◀ | Data | Evo Tree | Compare Stats | Guide | ▶ |
---|
Mid Wood Ninja
Evaluation
Ninjas are attackers with specialized uses. They have low team costs, lower ATK and RCV compared to fellow attacker the Demons, but extremely low HP even when max leveled. Their skill deals a lot of damage to one enemy, while recovering a little bit of HP at the same time. This small recovery is insignificant most of the time, but still enough to allow two back-to-back Seraph of Dawn Lucifer nukes to knock out a boss in one turn. Their extremely low HP also benefit Resolve/Auto-heal teams, by allowing inclusion of stronger subs (in terms of ATK and/or RCV) while keeping team HP low enough so that the auto-healer can recover enough HP in one turn for Resolve to trigger.
All ninjas share the same active skill and can skill up each other regardless of color. Even though initial cooldown is lower, their skill can only be skilled up to 15-turn cooldown, rather than demons' 5 turns.
Their leader skill is not too useful, so they are only used as subs.
If you really have an excess of Ninjas, they are also great fodders. You are strongly urged to only use them as such if you have two Mid Ninjas of each color already max skilled.
For New Players
Farm a set when the War Dragon dungeons come around and keep a couple max-skilled and max-leveled units. You won't be using them regularly, but when you need them, you will be glad you have them.
Evolving Low Ninjas do not require a lot of EXP or rare evo materials, so farming from Expert difficulty is sufficient. Skill them up, evolve when at max level, and continue skilling up.
Also watch your Pal Egg Machine pulls, as you can now pull Mid Ninjas there. If you pull one this way, you need not bother evolving the Low Ninjas; just skill up the big ones.
Background
Ninjas are covert agents or mercenaries in feudal Japan, used for espionage, sabotage, infiltration, and assassination, among other tasks. Wikipedia