Inari and Mitsuko - Anchor’s thoughts

…edited to demove a redundant question

As a thought experiment, would Hel still be elite if her ability did no damage? I fully understand that her damage is not the reason that she is elite, but take that away and her effectiveness drops dramatically, from great to good.

I’d say removing her damage is definitely a downside. Proteus has the same effect of 3 turn mana delay but he does damage over time instead of hit, and that’s already a drawback. No damage at all? No thanks.

I got Inari today. Looks like she is useless in most cases… Maybe titans…

If 3 reds seems too much (and i can agree with you) you just need to put 2 instead.
Just to make appealing stacking blues instead of other colors against her.
Don’t trust merely read the card information.

Every time i color stack blues against her in beta and the board was not kind enough to make me kill her before she goes off i had a hard time, similar of the situation you have with Guinevre.

So i notice that if i switch color stacking (red instead of blue for example) it was much easier to win.

Thats why i say people with Mitsuko must allure attackers on heavy using blues.

I currently don’t have either Inari or Mitsuko but that might change before the weekend is over.

Inari: tl;dr Offensive raid specialist with titan hitter possibilities as she has the highest attack strength of any yellow hero released so far. Possibly a game changing hero in that people may start considering tile damage strategies in forming teams.

  1. She has significantly above average attack, below average defense and health.

  2. Because of those defense and health stats, she will not be as difficult to kill with tiles at the start of a raid as Guinevere is. But due to her SS I expect people will try to work her in as a flank at most.

  3. Her SS is short lived (3 turns), deals no damage, doesn’t heal, and has a questionable chance at success. The payoff could be very good if the defenders all have AoE abilities. Less so if the defenders tend to buff themselves and not do anything targeted to the attackers.

  4. SG seems to be creating heroes who focus on tile damage and strategies built around tile damage as opposed to direct damage through SS. Most notably Tarlak, Aegir and Ameonna are prime examples of this. I’d put Inari as yet another hero who’s existence encourages players to consider tile damage strategies. It’s just that this is now true even if you don’t have Inari.

  5. I have to compare her to Kadilen, but the design of Inari shows that more thought was put into the effort. The only sure fire way of getting around Inari’s ability is to use no heroes that target the enemy. This is similar to strategies to tackle the Dense Fog levels of Season 2. If players have a deep enough bench to buff their heroes and and color stack appropriately, they have nothing to fear from Inari. Of course relying on tile damage to kill the enemy has a whole lot of drawbacks of its own.

  6. Strategies to include Inari on offensive raid team are interesting because yellow has no attack buffers that can be trusted. Yes I fed my Wu Kong to Tarlak and you should too. I think Inari would work best in a 2-2-1 formation but not as the oddball color. Normally that oddball should be a healer and/or buff / debuff specialist. Inari’s lack of healing makes her a less than ideal choice for this position because you would still need a healer somewhere in your team. But, her high attack strength makes her ideal for color stacking so pairing her with a healer who has a strong attack (i.e. Delilah or even Vivica) works well. An attack buffer like Tarlak, Zim, BT or even Khiona would also be good for that oddball color slot.

  7. Inari on a titan team is pretty straightforward and she would replace whoever your current tile damage king/queen is. Inari’s SS might protect the team from the titan’s SS but at a 56% chance of dodging it’s not what one would call a plan.

Mitsuko: tl;dr Red tank that can’t replace Gravemaker but could almost replace Ares on defense. On offense, she’s a niche hitter that hits below average and can be very useful against blue AoE hitters. She’s another hero that encourages players to think of tile damage strategies.

BTW, the third bullet point of her SS is worded ambiguously.

“All allies reflect all status effects and 115% damage from Ice Special Skills back to the attacker for 4 turns.”

If a nitpicky grammarian parses everything before the word “and” as one effect and everything to the right as another effect you get something much more interesting that what was intended.

  1. Below average attack, above average defense and health. This is generally the traits of a tank and her defense & healh stats are comparable to Ares.

  2. Refelect blue SS. Blue is the strong color vs. red therefore Mitsuko is designed to be a defensive hero. Offensive oriented heroes deal extra damage vs. their elemental weak enemy. The nature of this buff is unique in that it reflects only SS. Mitsuko appears as a boss on several Province 12 levels and I tried dispelling her SS w/ Sonya but that got reflected back.

  3. The design of Mitsuko deviates from the best of tanks in that she does not heal. That puts her at a disadvantage compared to all other tanks. All of the best ones heal in one form or another with the exception of Gravemaker. He’s the hitter that proves the point of the best defense being a good offense. Anyway, Mitsuko doesn’t hit hard enough to defend the way Gravemaker does. Without healing, she won’t last as long as any tank that does heal.

  4. Her mana steal is annoying but it sometimes misses the mark and that somehow makes her less scary than Guin or even a Li Xiu.

  5. The big gaping hole in Mitsuko’s defense is tile damage. Her ability only reflects SS and if you color stack blue heroes against her, she isn’t that painful to take down when she’s the tank.

  6. If she’s a flank or wing, there’s a fairly good chance that you can take her down before her SS goes off. Or you could take her down using something other than blue SS. When she’s not the tank, you could simply color stack to take down the tank and opposite flank and not pack any blues. This works around her SS so well, one hopes that players realize how bad she is outside of the tank position.

  7. Outside of raid defense, her SS is pretty decent and is likely to pack about as much of a punch as Scarlett. The mana steal is less useful on offense since the enemy starts recharging with the next set of tiles sent their way. The blue SS reflection however could be really useful against a blue AoE hitter like Grimm, Athena or Isarnia.


I’ll be giving her the nod over Zim and Ares and running a three red defense team with her in the middle. Bring it on :slight_smile:

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do not stack reds in defense, you’ll make it much easier for anyone attacking. Mitsuko can be easily dispelled and then you’re vulnerable…

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If by including the extra red you are counting on a bad board as a win condition, I’d argue that a bad board is one of the win conditions for any rainbow team as well. What’s more, her lackluster ability doesn’t punish as hard damage-wise for slow starts as any of the most commonly used tanks. She also lacks a heal to sustain her, like Guin/Del/Aeron.

There is a term in collectible card games called win-more. This term defines cards that are primarily effective when you already have a lead. They do little to turn a game in your favor if you’re even or behind, but can turn a presumptive win into a misleadingly strong blowout. I sincerely believe her to be more of a win-more hero. If they stack against her and get off to a very slow start, those are games you should be winning anyhow With or without her albeit perhaps not by as wide a margin. These wide margins are deceptive in analysis of a heroes effectiveness, because the blowouts are going to be the ones that stand out the most and can therefore lead to false conclusions about efficacy


wish good luck at the beginning of the game that is a lot of purple puzzles, if not just can say bye bye :grin::grin::grin::grin:

we do not stick to proteus, proteus only focuses stops the enemy mana and after that we have to spend it quickly with the attacking hero. the point is we have to move quickly to remove the 2 annoying heroes :grin::grin:

Didn’t think my post was worthy of flagging.

Sorry if I offended - I thought it was obvious I was joking… I’m a massive fan of anchor and all of the 7DD efforts put forward…

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I couldn’t agree more with you. That’s why we keep seeing the same heroes over and over in every defense line. I get so excited when I can get to see beta heroes as they are originally designed, then I get to dream about them for months or weeks… and then I get to disappointed when the final version comes out. Inari had a 90+ % to dodge specials… that was excellent; I would’ve done anything to get her, but now that it is only 56% I wont even try to go after her. They totally aegir-ized her.

Please do me and everyone else the favor and don’t spread any false rumors like those anymore!

For clarification: Inari has never been at 90+% dodge chance! She was originally at 60+% and 4 turns and 35% att for minions. However, that proved to be OP to the majority of beta players. Hence, SGG nerfed her to her current live version.
Another thing that should be mentioned about beta players is that we don’t test and give feedback for our own benefit. We do it (in our free time, for no payment or else) to keep E&P balanced and fun to play. Don’t forget that SGG always has the final word on any released hero. E.g. Victor: His final beta version was way different than his current live version, even though none of the beta players thought his final beta version was too OP.

Just keep that in mind and try to be a little more cautious when you decide to bash beta players the next time…


It doesn’t need to be a thought experiment :slight_smile: look at Proteus. Is he or is he not one of the best 4*s? His damage is pretty minuscule

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Love me some Proteus.

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Inari was never 90+%. She was at 76%. And the strategies to beat her on defense were exactly the same as they are with her special at 56%. The only effect that nerf had was offensively

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She was 90+% I didn’t download that image when it was circulating so I can’t really prove it. Found the one when she was at 73%.

I apologize the for the part that insinuated that it is beta testers fault since I really don’t know how it works. I would still sleep with one eye opened since you can’t trust anyone these days lol :smile:

But the part I still don’t understand is why are the heroes originally designed so powerful and then the story repeats itself? What’s the purpose of it? I mean by now we all know that any beta hero is amazing and that they all get nerfed, wouldn’t it be better to design them in a way that it wouldn’t be so obvious that they’d get nerfed? I smell something being cooked there

Was thinking Zimkitha, Grimm, Mitsuko, Kiril, Guardian Falcon as the defence team. (Swap in Greens for Blues should I pull a good Green 5* as I only have Horghal)

To counter I think you’d consider a 2-3 (green and blue) or a 2-2-1 combo that included Wu Kong.
A Melendor/Caedmon/Sonya would be in the line up of either scenario.

I’ll repeat, she was never 90+%

Also note, her fox minions didn’t give mana previously. She wasn’t just nerfed. She was actually buffed, a lot before her nerf. The drop to 56% percent happened because her minions started giving mana. And at first the minions have 10% mana. At 73% dodge and 10% mana per minion she was absolutely bonkers. You lost raids because you couldn’t kill anyone and time ran out


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