Talk:The Valentine's Day Caper/@comment-125.161.130.150-20190215071740/@comment-4706446-20190217130943

In short, either do: 2 copies of each multihitter; 2 copies of 1 multihitter and 1 copy of 2 other LRs; or 1 copy of all and hope to LR MM the multihitters in the future.

Multihitters are the most optimal LRs to awaken. You won't be doing 120mil in Tower without awakening Ninhursag/Krene, only 20mil. If you're a free player like me who has to strategize with limited unit cost, LRs that are not multihit, group dmg, or turn skip are not worth awakening (or even using imo). The small changes in skills, that a UR can easily make do in place, are not worth the hefty unit cost.

I'm seeing more eyes for Karma than any other LR on the list which I don't understand. In Tower, you simply don't want to give the enemy a chance to attack. If anyone does die, it's more likely to be your whole team than one person. Revival as a 1st skill is a waste of space where it could be a turn skipper. If possible, you'll even want to remove the buff card in your unit for a turn skipper.

In ABB/duel, it's either one-shotting the enemy team or them one-shotting you. What's Karma going to do? Have I mentioned that cards can't activate upon revival? Because seeing any revive happen in an enemy team feels to me like "hey thanks for doing nothing" than a threat as I'm given a second turn to wipe the enemy team.