Here is a guide on how to use The Fool in Reverse 1999 including his best Psychubes, skill breakdown, and building a team that maximizes his potential.
Table of Contents
The Fool Overview
- Tag: DEF
- Rarity: 3-Star
- Afflatus: Star
- Damage Type: Mental
The Fool is a 3-star character with Star Afflatus. Based on their tag DEF and their kit, they are a decent low-rarity character that is very tanky and can take a lot of DMG not only are tanky, they also can inflict [Corrade] which counters enemies with Genesis DMG and reduce their Moxie.
The Fool Skills Breakdown and Tips
The Sage
Level 1: [ATK] 1-target attack. Deals 200% Mental DMG.
Level 2: [ATK] 1-target attack. Deals 250% Mental DMG. Moxie -1 for the target.
Level 3: [ATK] 1-target attack. Deals 250% Mental DMG. Moxie -2 for the target.
- Skill Breakdown
- Deal Mental DMG on a single enemy
- At level 2 or above, reduce Moxie for the target.
The Fool
Level 1: [Counter] Self counter. Enter [Taunt] for 1 round. When the caster is attacked, the attacker suffers 2 rounds of [Corrode]: When a round ends, takes (Target's Current HP x15%) Genesis DMG, capped at 15% of caster's Max HP.
Level 2: [Counter] Self counter. Enter [Taunt] for 1 round. When the caster is attacked, the attacker suffers 2 rounds of [Corrode]: When a round ends, takes (Target's Current HP x25%) Genesis DMG, capped at 25% of caster's Max HP.
Level 3: [Counter] Self counter. Enter [Taunt] for 1 round. When the caster is attacked, the attacker suffers 2 rounds of [Corrode]: When a round ends, takes (Target's Current HP x35%) Genesis DMG, capped at 35% of caster's Max HP.
[Taunt]: Enemies' attacks will target characters with Taunt.
- Skill Breakdown
- Enter [Taunt] and if the caster is attacked deal Genesis DMG at the end of rounds for 2 rounds.
Unexpected and Improvised - Ultimate
Mass attack. Deals 250% Mental DMG to all enemies. If the target is in [Corrode] status, then extends the status duration for 1 round.
[Corrode]: When round ends, takes Genesis DMG based on the carrier's current HP.
- Skill Breakdown
- Deals AoE Mental DMG and inflicts 1 round of [Corrode].
Skill Combo & Tips
- Using Ultimate after The Fool to extend [Corrode] for 1 round.
Inheritance - Before Curtains Are Dawn
Insight I
When the caster enters battle, enter [Fool in the Play] status for 2 rounds (only triggers 1 time).
Insight II
Reality DEF and Menal DEF +10% when the caster enters battle.
- Insight Breakdown
- Both will increase the caster survivability by increase both DEF and increase DMG reduction and CRIT Resist Rate.
The Fool Portray
- Lv. 1: Unexpected and Improvised's effect changes to: deals 280% Mental DMG.
- Lv. 2: The Sage's effect changes to: at 1/2/3 stars, deals 220/280/450% Mental DMG.
- Lv. 3: The Fool's effect changes to: at 1/2 stars, [Corrode] deals (current HP x20/30%) Genesis DMG.
- Lv. 4: Unexpected and Improvised's effect changes to: deals 310% Mental DMG.
- Lv. 5: Unexpected and Improvised's effect changes to: deals 350% Mental DMG.
The Fool Best Psychubes
- Her Second Life
- ATK Lv 1: 4%
- ATK Lv 60: 10%
- After the carrier casts the mass Ultimate, HP+(the carrier's ATK x32%) for all allies.
- His Bounden Duty
- DMG Bonus Lv 1: 6%
- DMG Bonus Lv 60: 12%
- For each enemy target defeated by the carrier, HP + (the carrier's ATK x60%(Lv.1)).
- A Free Heart
- HP Lv 1: 2%
- HP Lv 60: 8%
- When the carrier is attacked and is below 50% HP, DMG Taken -10%(Lv 1).
The Fool Team Build
Currently, there is no team build available yet.
All Character Guide
End of Reverse: 1999 The Fool Character Guide