The μ's First-Years are a potent support and healing character that are a versatile party pick.
Strengths
Granting 25% Charge Bar Gain UpCharge bar gain is boosted Strength: 25%Duration: 3 turns and Charge Bar +30%Instantly boosts Charge Bar by 30% Strength: 30% (boosted to 38% with Charge Bar Gain Up) at the start of battle is a powerful combination that synergizes with nearly any character.
>ω</All allies' hype will be boosted upon each dodge / Dodge rate is boosted / More likely to be attacked (Can't be removed) Duration: 2 turns provides the powerful buff HypeATK is boosted Duration: 2 turns if they successfully dodge; it also gives them a rather high dodge rate of 70%, making it easy to gain Hype if they are targeted.
Sustains the party with three sources of healing.
Otonokizaka First-Years200 HP boost to all allies' healing cap. and 3 Healing EMP nodes boost their low base heal values on their Charge Attack and The Rice is Ready!Restore 20% of all allies' HP (Healing cap: 1000) and remove 1 debuff..
Charge Attack not only heals, but also provides a 15% Wind ATK UpWind ATK is boosted Strength: 15%Duration: 5.5 turnsApplied during the attack phase. On the next turn, it'll have 5 turns remaining. buff.
Weaknesses
For new players with less options in Wind, they have considerable overlap with Kokkoro, another free, easily-accessible Wind SSR.
The Hostility buff from >ω</All allies' hype will be boosted upon each dodge / Dodge rate is boosted / More likely to be attacked (Can't be removed) Duration: 2 turns is not very powerful, making it possible to "waste" the skill and lose out on HypeATK is boosted Duration: 2 turns.
Lack multiattack buffs of their own, so they will have to rely on other party members' buffs or grid-based MA.
How to Play
The First-Years are a support character through and through, with a simple kit that is easy to manage.
I'm Excited!We've Got This! (Gain >ω</All allies' hype will be boosted upon each dodge / Dodge rate is boosted / More likely to be attacked (Can't be removed) Duration: 2 turns. Additional effect upon dodging while in effect: All allies gain HypeATK is boosted Duration: 2 turns.) can be used a turn or two before a C.A. (or a guaranteed Triple Attack, or any time you know you'll be hitting hard). If they dodge an attack, the whole party gets 1–4 stacks of HypeATK is boosted Duration: 2 turns to make hit even harder.
The Rice is Ready!Restore 20% of all allies' HP (Healing cap: 1000) and remove 1 debuff. is debuff removal and healing all in one. Use it as necessary, though note that certain debuffs like Strong ArmedCan't be healed or ZombifiedReceives DMG if healed will negate the healing, or damage the afflicted allies, since the healing effect comes before the debuff removal.
As stated above, Maki Rin PanaAll allies gain RefreshHP is restored on every turn Strength: (Healing cap: 300)Duration: 3 turns and 25% Charge Bar Gain UpCharge bar gain is boosted Strength: 25%Duration: 3 turns. is best used at the start of battle, before using I Don't Understand!All allies gain Charge Bar +30%Instantly boosts Charge Bar by 30% Strength: 30%.. Doing so will boost the Charge Boost to +38%. The bonus RefreshHP is restored on every turn Strength: (Healing cap: 300)Duration: 3 turns also helps maintain the party's HP.
Synergy
Characters
Grimnir appreciates their charge bar buffs to maintain Tempest of AnnihilationNormal attacks turn into one-foe attacks / Based on God of War lvl: ATK, multiattack rate, critical hit rate, and DMG cap are boosted (Can't be removed) , and their 15% Wind ATK UpWind ATK is boosted Strength: 15%Duration: 5.5 turnsApplied during the attack phase. On the next turn, it'll have 5 turns remaining. on C.A. is boosted by his Mad CycloneIncrease the effect of buffs on allies that boost Wind ATK by an additional 30%. (Excludes 'stackable' buffs.) At level 95: When Wind ATK is boosted: Also boost all allies' damage cap by 10%.. Veil (1 time)Debuffs will be nullified (1 time) "Veil" is an unofficial name used by the wiki for this status effect. Its actual in-game name is "Immune." also mitigates getting hit by more crippling status effects such as Skill SealedCan't use skills . The two also share a Staff proficiency for an Ultima Staff team.
μ's First-Years are a huge enabler for Yurius; with his Extended Mastery Support SkillBoost to charge bar at battle start. and their charge bar buffs, he can get 4/10 stacks of Truth SeekerC.A. DMG and C.A. DMG cap are boosted (Max: 10 times / Can't be removed) at the start of battle. Add a Crew charge bar bonus, and that's a maximum of 7/10 stacks from the get-go. Like Grimnir, he also shares a Staff proficiency.
Gamewith's recommended EMP build for μ's First-Years.
Priorities
All three Healing nodes are top priority to boost their middling healing caps. (With their Support Skill included, their new healing caps will be 1000 for C.A. and 1800 for Skill 2.) Critical is the next priority, followed by their EMP Support Skill / Stamina / DA.
Kamigame's recommended EMP build for μ's First-Years.
Priorities
Critical takes top priority, followed by all three Healing nodes to raise their healing caps. (With their Support Skill included, their new healing caps will be 1000 for C.A. and 1800 for Skill 2.) After that, Stamina and DA are the priorities; which one you take first depends on what you need. Because μ's have no MA buff of their own, DA will be a priority unless it is covered by other means; in which case, Stamina may be a better first pick.