General Recommendations for Skills
When choosing skills for Persona 3: Reload, it's important to consider both offensive and defensive capabilities. Many players suggest focusing on skills that provide a balance between dealing damage and supporting the team. For example, having a mix of elemental attacks, healing abilities, and buffs/debuffs can be beneficial [3:7]. It's also recommended to prioritize skills that exploit enemy weaknesses, as this can turn the tide of battle significantly.
End-Game Skillsets
For end-game skillsets, players often debate the utility of certain skills. Some recommend stacking Boost and Amp skills for specific elements, like Elec Boost for Akihiko, as they enhance damage output significantly [3:4]. Others suggest opting for skills that provide broad utility, such as multi-target magic or physical skills, although these are sometimes seen as less efficient than single-target options
[3:7].
Third Tier Persona Abilities
The third tier Persona abilities are a topic of much discussion. While some abilities like Makoto's Checkmate (an AoE Debilitate) seem powerful, they are often considered overkill due to their high SP cost and limited situational usefulness [4:1]
[4:4]. On the other hand, abilities that offer unique advantages, such as Akechi's Almighty attack, are valued for their raw power, especially in late-game scenarios
[2:3].
Skill Efficiency and Strategy
Efficiency is key when selecting skills. Players often recommend against redundant skills, such as having both single-target and multi-target versions of the same element, unless there's a strategic need [3:7]. Instead, focus on building a moveset that complements your playstyle and covers a range of situations. Additionally, skills that boost critical hit rates or counterattacks can be valuable for certain characters, providing an edge in battles
[3:11].
Balancing Stats and Skills
While maximizing stats can be tempting, many players argue that having a well-rounded skillset is more crucial than perfect stats [5:4]. The game allows flexibility, so it's possible to succeed without min-maxing every aspect of your Persona. Focus on creating a balanced approach that leverages both strong skills and adequate stats to handle various challenges throughout the game.
thank you!
I honestly like Akechi's third tier Persona ability, as it's the only Almighty move in the game that does colossal damage.
I wouldn’t call Akechi’s 3rd tier persona useless. The almighty attack he gets is one of the best in the game and it does help you during the final boss.
The only useless part about it is that you can only get it right before the final boss, so that’s the only place you can use it
Can’t you also use it when doing Velvet Room challenges?
I mean I guess you technically could. Akechi’s 3rd tier persona activates with a story event that happens literally right before you head to Maruki’s palace for the final battle agaisnt him.
So I guess if you went into the velvet room in Maruki’s palace before fighting him that day you could technically use it in velvet room challenges.
Rebellion Blade....USELESS? That thing tears through Azathoth if you chain Baton Passes and pair Akechi with Ann’s High Energy or the Okumura Will Seed. Sure it sucks that you don’t get it until the very end, but it’s damage is amazing. I’d honestly switch it with Makoto’s Checkmate. Checkmate sounds cool on paper, being a multi-target Debilitate, but then you realize that it’s super expensive and super situational. There’s never really a point where an all enemy Debilitate would be super helpful. A lot of the beefier enemies in Maruki’s palace are usually by themselves. If you really need to lower the defenses of Azathoth’s tentacles, Marakunda exists. Lowering their attack is meaningless because they never attack. And I never had problems with missing them. So the only thing worth Debilitating is Azathoth itself, which Akechi, Joker, or any of the party can do thanks to the Jazz Club.
Yes I think it's useless. Akechi's magic stat isn't that high, and I didn't bother upgrading his baton pass, because it more strict to do so. And Akechi is weak to one of the bosse's move so. This isn't meant to be some objective
OP clearly did not play p5r or was probably playing on safe
I've played it on normal. I just think Akechi's ability isn't that good, unless you're going new game+++ shenanigans
Makoto's Checkmate is not that good and makes it lower extremely than S Rank imo. It looks amazing on paper, but you factually don't need it in 95% of the fights you're gonna have during this portion of the game. Debilitate will do the exact same thing most of times but in an infinitely more efficient way.
Gaia Blessings is amazing however when Physical Ailments are an option, and she capitalizes a lot on that with her Nuke affinity aka the most spammable normal affinity in the game.
Yusuke is way too high too. Hyakka Ryouran is not bad by any means, but Royal gives too many options that do the same thing but in an infinitely better way. The only value he's really going to bring on the table is helping Joker getting an extra damage turn instead of using him for Support, which is good, but nothing vital or game changing imo.
And while the Party Evade Phys Unparalleled Eyes give is good, it's not amazing.
Yoshizawa is a bit low when she's probably the best Physical DPS of the enitre Party. She's better optimized for Phys than Yusuke having a naturally high crit rate, high luck, better physical support skill,.... She'll very often do more damage than Yusuke because she hits as hard with Sword Dance, and will deal way more crits when possible. And I obviously don't include Masquerade which is the strongest physical move for a Party member that completely outclasses the other Physical moves but you only get it the very last day.
Her Veil of Midnight/Sunrise is a bit slept on too. I don't think some people really understand how crucial it is in tough battles to not give the enemy a DOWN!+1More when they're supposed to. And its activation rate is surprisingly high too.
And Akechi is absolutely not useless lmao. If you're talking about how late you get it, then I agree. But other than that, no way in hell is Akechi useless.
His physical damage potential is high as Laevateinn is at least as strong as God's Hand, he natively learns one of the best support move in Debilitate, and Ingenious Spirit is one of the best Party Traits in the game, and the one with the highest activation rate. He maintains balance in battle by his sole presence due to his ability to help the whole team support wise.
And just like with Yoshizawa and Masquerade, I don't want to focus on Rebellion Blade much, but it's the strongest Magical move in the game.
Due to its Almighty affinity (which is naturally stronger than the other Magic affinities for obvious reasons), he'll deal more damage than Ann's Blazing Hell or Makoto's Atomic Flare while not having access to any boosting passive and while not having a Ma stat as high as Ann's. That's big if you ask me, and there's a reason why it's loli-locked. Because yeah, at the end of the day, the main problem with it is how late it comes.
The only other small objective issue with him is how his natural affinity is weak to the 1st phase of the final boss. But Evade Curse + Tantric Oath + Yoshizawa on the team easily compensates for it for example.
​
Other than that, I mostly agree with anything else.
Hey there everyone!
Just wanted to post my planned end-game skillsets for all the party members. There are a few outliers that I'm struggling on, but otherwise I think everything else is fairly solid. Would love opinions on anything marked with a ?
I've seen a lot of different end game builds taking Theurgy moves into consideration and I think that's a really neat concept as well (for example: I saw someone took off Garudyne from Yukari's skillset since her theurgy does severe wind damage)
I'm really loving P3R and cannot WAIT to start NG+ soon
Yukari:
Junpei:
Akihiko:
Mitsuru:
Aigis:
Ken:
Koromaru:
Shinji:
I just fought the reaper when I was level 56 and climbed up to level 88 in one battle... So I was hoping someone chimed in on this for some help, myself. I'm torn on a few of these same skills. Can't believe no one's commented so far. I'm for now choosing High Counter over Shift Boost for Junpei because the 10% increase isn't substantial, and Junpei's got no physical resistance so the counter helps much more often than not. Still stuck on a few others, though.
Also, I'm going Elec Boost over Shock Boost for Akihiko. Stacking Boost and Amp goes further than the abysmally small chance Ziodyne shocks an enemy imo
Does Shock Boost work for Akihiko's Theurgy? I wasn't sure if that increased the chance there as well
You’d be right, also junpei kinda does need the high counter as well, he’s already depleting his stamina without arms master, there might be a weapon for him that has it but haven’t seen it yet have to revisit the antique shop.
has pulnipa worked well on yukari or is it a case of "most useful out of the rest"? i goofed and doubled up on amrita so I'm waiting to get wind amp but I also don't think I need diarahan on her when I have mediarahan.
Yeah Diarahan is a bit useless on Yukari when her dorm activity attributed make her SP cost for healing pretty minimal. Aka you can spam Mediarahan and not worry about losing too much SP.
It's saved me early game on hard-hitting bosses but it's not as useful later on when you're too strong anyway
How are you listing shinji in your late game party if he's dead?
bro shut up you spoiled it. Also it's still nice to have a guide to build him if you are like me with level quotas for each full moon.
I don't see point on multi target magic on top of single target magic or physical skills (or even having more than one of any attack type in general). It's an extra slot and if your targeting weaknesses you can keep recasting single target and end game there's lots of ways to restore SP. If you do hit an entire screen all weak to same element you can always use the items if you need save sp. That starts making for a lot of extra skills to draw on when you start including your own persona pool. The exception is almighty attacks that can't be reflected or absorbed so multi target option ever going to be blocked.
Multi-target physical is good if you're fishing for crits.
Nah there's no normal way to beat the dude at that level (without a serious plan along with some great luck) so I just dropped the difficulty down for that fight. It makes it doable (actually pretty easy) and increases the XP gained by a substantial amount.
This is a kind of a bruh moment, ngl
The Makoto placing is too high. Debilitate is better than that.
Also Kanji's isn't low enough. Same with Teddie's
Rise literally reviving you after death after blocking a fatal attack isn't mid
Yosuke's Cadenza isn't that good when better healers exists.
She can use debilitate on all enimes thats very overpowering that can easily knock down. If yusuke and makoto in the same group boom its over. Kanji is higher because he can atleast get a critical on anyone while teddie is just random. Rise barely even uses it it only works if you made a mistake which in that game its rare. Yosuke is same with yusuke if you use it with chie its overpowering
Debilitate on all enemies for that steep SP cost isn't worth it. Random encounters don't need any debuffs at all. And bosses are usually singular. So it sucks.
Yusuke's skill is literally replicable for a fraction of the SP cost.
Kanji's better off doing high damage than crits.
Oh yeah, where's Ann. Her skill, along with Ryuji's is way better.
Isn’t rise’s always knowing enemy affinities? Also isn’t yosuke’s a mediarama + masukukaja in youthful wind?
Quick thoughts:
Naoto for me would be S tier easy
Only reason i didnt is because like makoto it cost alot of sp but your not really hurting the enemy just delaying there attacks but still a good ability
I think the delay of damage for attacks that hit the whole team or when bosses go directly for a weakness is worth the trade of her sp if others get free time to charge/attack
Most of the P5 ones are crap, honestly.
Makoto's needs to be far lower. AoE Debilitate is overkill, and not really useful in any fights after the point she gets it.
Yusuke you would think belongs in the same tier as Chie, but Joker can combine skills with Persona traits to do the same thing for a much, much lower SP cost. So his ends up being poor as well.
Futaba's is just a random chance to do what Rise does by default.
Akechi only gets his for the final boss, where he's a liability, and where you can't actually take advantage of its special effect.
Ryuji and Anne are definitely useful, but the cost is a bit restrictive, and not suited to mixed teams. You have to build your whole party around their t3, essentially.
On the other hand, Haru and Naoto's round of invincibility is extremely handy (and in Naoto's case, a game-changer for the bonus boss fight). They probably deserve to move up higher.
So with that, I'd move Makoto, Futaba, and Akechi down to C, Anne, Yusuke, and Ryuji to A, and Naoto and Haru up to S.
Honestly I think that just Futaba in general gameplay wise is just a downgraded rise
SEES: You guys got a third?
To be fair, P2 pushed the idea first. Ultimates are the 3rd tiers in that case
I know it's probably easy to boost any Wild Card's Persona's stats, easier in Royal, but I can't help but think. Do players really have to have the best traits, stats or the best movesets? Maybe choose between them? I know the skills Magic Ability, Almighty Boost and Almighty Amp are a game of chance in Royal, but are they worth it? This can be for any modern title. Max a Persona's stats and not have the absolute best moves, having great skill sets but still moderate stats or something in between?
I've been watching max stat Persona vids but not seeing how they're made, just the damage they can do. Maybe tell me how to boost Persona stats in 3 and 4 in case I start them soon. I may have a few Personas outside of Picaros I wouldn't mind boosting their stats, even if just slightly higher and not completely maxed.
Imagine a test paper, where Section A is Trait, Section B is Stats and Section C is Skills. A perfect score is 100 and your question is whether you should choose between them?
For trait, it depends on the persona. For example, there is no way you will give up maxed country maker on izanagi no okami because it doubles damage dealt and no generic trait comes close to its utility.
As for mighty gaze trait, it increases all target magic by 1.2x and some players may prefer a super low cost gimmick with Allure of Wisdom trait. allure of wisdom + spell master will lower morning star from 54 sp to 6 sp.
For stats in p5r, trigger alarm and fuse any two persona to get a yellow persona. Sacrifice the yelow persona in alarm gallows to trigger an accident and the selected persona get 10 random stats. Repeat pattern unil maxed stats.
For Skills, almighty amp and magic ability, you already get 187.5% and taking up an extra skill slot with boost only increases your total damage by 6.66%. Do you want that damage increment or do you prefer to cover something else, that is the real question.
I may not even need Magic Ability if I can give another attack or support skill? Well, I'm not really aiming for Izanagi-no-Okami Picaro so I kinda don't have a need for almighty, unless it's like Black Viper, Morning Star or Megidolaon. And I'm sure stats are reset when refusing the same Persona, but you can still try and give them a more suitable trait. I can bring in some really strong ones where I am now but it'll cost yen to fuse but that shouldn't be a huge issue. Odin, Trumpeter, Michael, Yamata-no-Orochi, just a few that might get me through some stuff.
Do players really have to have the best traits, stats or the best movesets?
No, the game is really easy so you don't need to bother getting specific combos ever. Heck, this is probably also one of the easiest games where you can just ignore the fusion mecanic all together.
I'd still like to fuse everything in the Compendium even if I don't use them. But Magic Ability seems like a hassle and I have my favorites I'd like to use. Even if I farm for them or feel the need to itemize for the thieves' best stuff.
Not the overpowered or hax Skills, just really good skills.
For example:
Richard's Godspeed(A) which increases his speed the longer the fight goes on.
Kintoki's Natural Body(A) which gives him a strong brawny body even without training. Also no matter how many calories he ingests his body shape will stay the same.
You can also share your personal favourite skills if you like~!
Presence Concealment... just so people won't bother me.
Imperial privilege... Aka Plot armor the skill.
Protection from arrows.
Weirdly enough, it doesn't actually protect you from arrows. According to some sources it just lets you know you are about to get shot
Nah-
> This is a power Cú Chulainn was born with. It's said that it's possible for him to avoid any long range attack if he has made visual confirmation of his opponent, tracking down ranged weapons with his eyes and defend against them. He can deal with most projectiles even in conditions where the opponent cannot be visually seen. As long as the attack is a thrown type, he can avoid even Noble Phantasms, but he can't gain the effects of this protection with respect to wide range attack types where the attack range of the weapon explodes on impact, or a direct attack by a weapon that has simply long reach.
At C rank:
> Moderate chance of automatic evasion against thrown weapons that comprise arrows.
It protects you against projectiles as long as you see them.
Too bad it doesnt do anything for AoE ranged attacks
The Archer class made out of Archers hate this skill
Mind eye. Imagine how many stubbed toes you can avoid with it
Does Instinct work too?
yes but it's your choice to unstub the toe
Golden rule. Gilgamesh’s level
Never worry about bills again? Why yes, I'll take it.
Not the overpowered or hax Skills, just really good Skills.
For example:
Richard's Godspeed(A) which increases his speed the longer the fight goes on.
Kintoki's Natural Body(A) which gives him a strong brawny body even without training. Also no matter how many calories he ingests his body shape will stay the same.
You can also share your personal favourite skills if you like~!
Iyo, Himiko, and Ritsuka's poison immunity.
I got bitten by a snake a few years ago.
With how common poisonous and venomous animals are out there.
Imagine the medical bill I could avoid if I just had poison immunity.
Add Bhima to the poison immunity list.
Though I thought Ritsuka only had partial immunity, considering the Chinese Lostbelt, she was still sick from the poison just not as sick as she could've been
Wasn’t that because Mash was only using Ortinax back then ? Or because Koyanskaya’s poison was about karma or something iirc
Tristan I think lorewise has the opposite of that. He has a conceptual weakness against poison. He'd probably have some passive reflecting that if they designed him for the first time today.
Which, not necessarily the worst achiles heel for a servant to have, but it is pretty broad in scope. There are a lot of poisons and a lot of ways to poison people.
Numeral of the Saint makes you nigh-invincible in the daytime.
Cleopatra has the coveted "Golden Rule: Wealth and Body", which I'm sure is just fantastic.
She also has "Imperial Privilege". Nero's broken ability to copy other people's skills, but without Nero's drawback of getting the migraines when she over-uses it.
I don't think she copies skills in the way we're talking about here. Like, if you know Kung Fu, then she does too but I don't think she can copy somebody's Golden Rule ability.
Nero doesn't get migraines from overusing Imperial Privilege. She has Migraine as a separate, negative Skill, like Okita's tuberculosis is displayed as her Weak Constitution skill.
The one 'weakness' of her Imperial Privilege is that she has to believe that she is genuinely capable of the Skill in question. She can even give herself qualification for the Saber Class by utilizing it because she genuinely believes she is talented enough to be an excellent swordsman.
Shit I forgot how busted Imperial Privilege is. The only limit to it is belief in oneself? Does it bypass any restrictions inherit to the ability they're trying to copy?
Like say Nero wanted to use Ea and fully believed she could. Could she?
Somewhat cheating by the Tsubame Gaeshi is classified as a skill in stay night. A Skill that’s on the level of an NP is pretty damn good.
If I recall, technically Unlimited Blade Works is just a skill. It's the closest thing Emiya has to a noble phantasm so it's put in the Noble Phantasm slot in Fate Grand Order, but it's only a skill.
It's kind of the prototypical "technically weak but actually broken af" ability.
It’s not officially a Skill, it’s not officially anything actually. UBW just is a Reality Marble Archer has, which FSN then says is the closest thing Archer has to an NP. It technically shouldn’t be on his stat sheet at all. Probably why most of its stats are just “???” In SN.
Beowulf has Madness Enhancement E-. One of only two characters in the game to have such a weak madness enhancement.
He also has "berserk" as an active ability.
My personal interpretation of that is that he's generally pretty lucid, but can temporarily ramp up his Madness Enhancement to get the accompanying physical enhancements. Which I feel like would be a really useful for some Berserker Master out there. Really lets you get the best of the Berserker class without the worst of its downsides.
the ranking will based on two things
the mastery on it's own
and how well it combos with another mastery (2 masteries only)
this is my ranking:
good in defense and offense (parry attacks, counter attacks and lower guard to attacks)
good in pair with speed (no need to explain any further) and strength (the parries and counter attacks will be legendary)
also good in offense and defense (attacking faster=more energy behind the attack, dodge and the joestar's secret technique aka James's favorite technique)
good in pair with technique (literally the best 2M combo in the series) and strength (hit hard and fast can never go wrong)
pure offence but no defense
good in pair with technique and speed even endurance
on its on is meh with another mastery is amazing
pure defense but no offense
doesn't do anything with speed and technique only with strength and even so it can only get you so far (unless your name is Gun)
it's more of a supporting mastery like ya any one would want to take less damage but there are better options
it only shines when we enter 3 mastery territory
(some people says that it boost other masteries because if your body is more durable, you can push your body even further but that is just speculation and nothing was confirmed)
this is my ranking and opinion if you disagree or have a different opinion let me hear yours
and as always gun negs with or without a path
I think endurance is really underrated as an secondary mastery
For example, if your move has a long windup or is pretty easily telegraphed, it can be interrupted by counter attacks with ease, but what if you can’t be interrupted
What if no matter what the enemy does they can’t stop u from landing your attack
For example, you will always execute your technique perfectly since it can never be intercepted or interrupted
It makes a strength mastery attack unstoppable, the only way to avoid it is thru dodging and no way else
With speed it doesn’t matter how many blows the enemy lands, you will always land more
But that’s just what i think
You are the first person to give me a valid reason on why endurance Mastery is good
Keep cooking brother
Thanks, ive been tinkering with the idea of mixed masteries or ‘compound mastery’ as i like to call it since i read Busan
Its a pretty interesting concept of using one mastery to boost or bring out another mastery, i hope ptj introduces more of this concept
Isn't IA and Conviction considered paths instead of masteries
Watch out for PTJ about to retcon IA & Conviction, from Mastery to Unique Skills.
Nah, paths are described as being completely unique to the user. Since there are multiple characters using IA and conviction, they aren't paths
Personally.
Speed at top 1 "Able to blitz a more than 5 meters atleast of area which is very very very useful in faking car crashes and making insurance fraud"
Technique "From speed basically you move before the car hits you, in technique it will make the acting technique very believable that even modern high-tech cameras wouldn't see it"
Endurance "Just to be sure"
Strength "Mostly useless but could be used to intimidate crackheads and get their money"
IA is a technique not a mastery idk bout conviction tho but if we count those id say your list is probably perfect
Nah, described as a form of mastery or variant of speed mastery. It's prolly not an unique technique due to not requiring 2 masteries. And its just gained via mastery. Unique skills need to be learned or created from masteries
Better hax imo. Conviction is most times just a one time use and drains a lot of energy
ia is a technique not a mastery dumbass
On their own:
Speed is obviously the best out of the four
Technique: It's the most versatile mastery with all kind of applications
Strength has a niche that it can break through technique mastery, which has been consistently shown, and it can boost speed depends on usage as shown with James
Endurance is kinda bad ngl.
Besides getting the exp multiplyer and selecting 3 of the same skill to activate the advanced skill upgrade, are there any strategies in picking skills when you are battling? I am just picking random skills mostly and I am not sure how I can get better at the game.
Its obviously all contextual. For example right now i pump like 12 skills into void witch. Then if i can multishot for seraph for more healing. Those two have been carrying me hard.
It becomes much better later to pump 3 heroes gear and only deploy them/ select their skills
How much later? Im ch. 75 still using 5
I don't know what your team looks like but you should probably have switched to 3 by now. It's just way better in my experience going back to 5 i get annihilated (i'm at 130). The big bonus is the two stage chests as they'll only give you upgrades for your 3 "good" heroes with the 3-strat. After you open the second chest you can summon heroes 4 and 5.
The order in which you draft your units matters, as it determines their positions on the field. Bosses always spawn at the top. Some units prefer/not prefer being in the middle (drafted first), others prefer/not prefer being at the bottom (drafted second/third), and others prefer/not prefer being at the top (drafted fourth/fifth). Sometimes you want units either adjacent or diagonal to each other.
Sometimes you only want to draft 3/4/5 total units to get skills going faster.
Sometimes you want to prioritize certain skills to unlock ultimates. Once an ultimate is unlocked, it has a rate-up chance to appear, so you can use that to your advantage (by either drafting it immediately, or delaying so that you have fewer "dead" draws).
It's not a ton of strategy, but there is some.
Theres pool considerations.
Character "cards" always show up. So your first 2 picks will always show 3 of your 5 characters. After selecting 3 characters, your cards will always be your remaining 2 unpicked characters and a card from one of the characters you have deployed.
Each time you pick a character and deploy them, their cards get added to your pool. Each character has 3 level up cards with various bonuses, 2 non level up cards with bonuses that are sequential (meaning if you pick the non level up bonus, it adds another card that general upgrades the ability), and a +60% bonus card for that character (these always get replaced with another one once picked, they are kind of the dud card for each character). Once you pick all 3 level up cards for a character, it unlocks 4 more cards for that character, 1 upgrade card that is basically the characters ult, and 3 blue cards that are basically double bonuses of previous bonuses or cool down reduction.
As an example, for night Barron his cards are:
2 level up cards that give his attack +3 thrusts, and 1 level up cards that reduces his cool down (or something less good than the +3 thrusts)
his first non level up card gives him a chance of an attack boost after a thurst. After picking this card, a card to make this attack bonus stackable becomes available.
+60% damage dud card (picking this card does not remove it from the pool
After collecting the 3 level up cards
ult
+6 thrusts
could down reduction (or something less good than the +6 thursts)
+100% damage (does not not come back like the +60%, but generally +100% damage on an ulted ability is very good)
So every character is like this and depending on their progression, certain cards of theirs will show up on your rolls. Additionally, if you have characters with a synergy bonus (eg. Sword saint with night baron, sword master with night barkn) that synergy bonus card is a card that will start showing up when both characters are deployed. Generally speaking, these synergy bonus cards tend to be kind of mid and actually tend to gum up your rolls, which is why you'll notice a lot of top players dont play squads with the synergy bonus.
At the end of the day, the best thing to go for is ults and maybe the characters blue cards that give more attacks of the +100% damage, everything else is basically a waste of a pick. This is sort of how you should be using your rerolls. Basically you want to deploy as few characters as possible so you can keep your card pool small and have a higher chance of leveling up multiple characters to ult. 1 or 2 characters with ults online kick the crap out of 5 characters with no ults online. Also chest rewards from bosses only come from your card pool, so whike you tend to get random junk from chests, by liminging the number of characters you deploy, you up your odds of the random junk falling on a character with an ult online.
Finally, yes 3 maning. Basically you just pick 3 characters level them up to ults and this is kind of maxing out your reasonable expectations for power. You can deploy a 4th character if the rolls are spitting up only those junky +60% damage cards, but like ideally its ults or nothing. Your characters on board with no ults do insignificant damage and their added card to your card pool makes it hard to level up anyone's ults.
Thank you for the detailed explanation! To confirm, if I only deploy 3 characters, I should always pick the skill upgrade card, as the other 2 options are always deployment cards for the unused characters, right?
More or less. Don't pick like 2 or 3 +60% damage cards, sometimes the rolls just spit out garbage and you take the 4th guy. I basically never deploy the 5th though and honestly have started neglecting to upgrade the 5th slot. My real team is my best 3 and sometimes they have a side kick 4th, bit that's it.
Soo I plan to keep Orpheus in my party throughout the whole game but the fact that he only learns Agi, Tarunda, Bash, And his fusion spell Cadenza, makes that pretty difficult. Is there some way to grant him more/different skills?
There are other Personas he has fusion spells with
W H O
I know there is one which gives the fusion spell Armaguedon but I forgot which one it was, but that's an endgame Persona anyways.
If you are commited to the Orpheus only run, I recomend you to just look it up if to make as bearable as posible. Also, use those elemental items you get, that's the only way you'll be able to cover elements that are not fire.
FES, no. Portable, yes, because skill cards are in portable and they are OP
Edit: Cadenza is still pretty damn good. I kept Orpheus in my party for a while just so I can use cadenza. You can upgrade Orpheus’ endurance, which will make him stupid tanky after a while
Best skills in Persona 3: Reload
Key Considerations for Skills in Persona 3: Reload
Elemental Coverage: Ensure your party has a good mix of elemental skills (Fire, Ice, Electric, Wind, Light, Dark) to exploit enemy weaknesses. Skills like Agi (Fire) and Bufu (Ice) are essential early on.
Support Skills: Skills that boost stats or provide healing are crucial. Consider skills like Media (healing) and Tarukaja (attack boost) to enhance your team's survivability and damage output.
Debuff Skills: Skills that lower enemy stats, such as Sukunda (agility down) or Rakunda (defense down), can turn the tide of battle by making enemies easier to hit and reducing their damage.
Multi-Hit Skills: Skills that hit multiple times or hit all enemies (like Maragi or Maziodyne) can be very effective for dealing with groups of enemies.
Ultimate Skills: As you progress, focus on acquiring and leveling up ultimate skills for your Personas. These often have powerful effects and can be game-changers in tougher battles.
Recommendations:
Ultimately, the best skills will depend on your playstyle and the specific challenges you face in the game. Experiment with different combinations to find what works best for you!
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