Board Thread:Card Unit Builds/@comment-25229582-20140924052742

Although pretty much impossible to obtain, the best possible FAWK team is fun to think about. There are 4 major factors that go into making the perfect team, but for the sake of defining the "best", I'm going to rank them in the following order from most important to least important:

1. Guaranteed kill potential

2. Overkill potential

3. Damage per second

4. Success ratio

The most difficult condition for a team to fulfill but also the most important is guaranteed kill potential. Having a team with GKP means that if a key card procs, you are 100% going to successfully kill the FAW.

I ranked success ratio lowest of the four because the people who are actually in a position to obtain these insane teams are those who have already built up a network of traders. If they fail to kill a FAW, it's no big deal because they'll just move on to the next one. Having turtle decks with AoE debuffers and healers might be top-tier in terms of success ratio, but the amount of subdue points per hour suffers due to the slow pace of these builds. Sorry Teaspoon!

Without further ado, here's a very strong candidate for the best possible deck. Assume all levels, stats and skills are maxed.

HUR Skill Unleasher (Preferably Light)

HSR Chronos

HUR AoE 350%+ Element ATK Buffer (Preferably Light)

HUR AoE 350%+ Element ATK Buffer (Preferably Light)

HUR AoE 400% DMG (Preferably Light)

If your unleasher procs, you have a guaranteed win with max overkill. If Chronos procs, you have a very, very high chance of winning. I didn't include a critter because they miss the FAW often, there doesn't exist an infinite Light critter, and with 2 buffs, AoE damage hits as hard as a crit anyway.

If anyone else has an idea for the perfect deck, feel free to post it below. 