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Rabbit’s Reviews #311: Sakamoto Ryouma (5* Lancer) | Fate Grand Order Wiki – GamePress

Summary

For all his strengths, Ryouma is dependent on either CEs or plug in order to loop. His NP gain is sadly just not quite where it would need to be to tri-loop with just Castoria and the 2004 Mystic Code. He’s close enough with enough different setups, though, that I fully believe there are circumstances in which it’ll be doable depending on event CE properties and enemy wave compositions. He should be able to swing it versus Casters with the help of Mana Loading, for instance, by using his …….

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For all his strengths, Ryouma is dependent on either CEs or plug in order to loop. His NP gain is sadly just not quite where it would need to be to tri-loop with just Castoria and the 2004 Mystic Code. He’s close enough with enough different setups, though, that I fully believe there are circumstances in which it’ll be doable depending on event CE properties and enemy wave compositions. He should be able to swing it versus Casters with the help of Mana Loading, for instance, by using his battery and both Castorias’ second skills on turn 1, letting him refund to 70% on each subsequent turn, which the Castorias’ first skills can cover—but against neutral classes (including, most importantly, Archers) he’s just short of the NP gain he needs.

As such, for meaningful general-purpose farming, it’s safe to assume Ryouma will be using plug—and ideally plug Oberon. With Castoria/Castoria/Oberon, Ryouma can loop NP-neutral classes assuming there are at least four enemies across the first two waves. He has a little more trouble with 3/1/x nodes—he needs an extra hit of overkill on wave 1, and his damage will be lower on wave 2 than it would otherwise be, but he can do it, provided his damage is high enough.

In order to do this, Ryouma needs his Mana Loading maxed. With Castoria’s help, Ryouma refunds roughly 17% per enemy. With Mana Loading, you use the Castorias’ charismas and one of their Avalon le Fae skills on the first turn. This leaves you with two 50% batteries (Ryouma’s and Oberon’s) and two 20% batteries (Castoria’s and Oberon’s) available. Ryouma will need one of the 50% batteries each turn, and he then uses the 20% batteries to make up whatever difference remains. You’ll want to use Castoria’s first, as Ryouma’s NP gain is slightly lower without it—this is why he needs more overkill for 3/1/x nodes, as his refund versus the wave of 3 is lower without having used both Castorias’ batteries first—but all in all this gives Ryouma more flexibility than you might expect given his NP’s low refund. As tends to be the case these days, damage issues are most likely on waves 1 and 2, especially in the case of waves of 1 enemy, but Ryouma’s heavy investment in NP damage buffs means End of the Dream skyrockets Ryouma’s damage, letting him down the third wave without much trouble.

It’s also worth noting that, while Ryouma can’t farm 2/1/x or 1/2/x waves on his own, he does have a party damage buff and a 50% battery, which positions him well for supporting a secondary ST damage dealer in those types of nodes. He can’t farm difficult 90+ enemy formations without help, but he has a nice kit for putting together the sorts of teams that usually can farm those nodes.

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Source: https://gamepress.gg/grandorder/rabbits-reviews-311-sakamoto-ryouma-5-lancer