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Bloody Butterfly - Mirae Guide


Minos

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In this guide we gonna take a look at Rattus team character - Reaper Mirae
Mirae is a physical character. Her kit is focused on buffing skills with [Shadow], which causes them to guarantee ABC damage and direct damage. Her strong skills have also a weakness - slow attack speed which can be fixed easily. Mirae is a character for players who are more experience since she needs certain knowledge you can gain during your journey on Closers: when to use her skills, in which combination to maintain high damage and attack speed, how to use them properly, when to refresh buffs or die for her [Dark Master] passive

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Mirae (just like other Rattus members and Seth) have ability to use double jump and greatly increase her movement. She also has ability to use jump + basic attack to dash forward, attacking enemy. Those two abilities are allowing her to quickly move around the map.

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Mirae can shroud herself in darkness and can manipulate the shadow. With each death and resurrection, Mirae gains [Dark Leader] buff, which can be stacked up to 7 times. Each time Mirae casts [Shadow Call], she gains a [Master of Shadows] buff for 7s.*

Spoiler

[Master of Shadows]

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[Dark Leader]

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*buff duration can be reset. If you use Shadow Call first step and wait a little longer to detonate shadow with second button press, you can reset buff duration and extend it up to 12 sec. (max. 5 sec for first move, then 7 sec after reset).

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Combat Dodge

Quickly dodge backward and evade enemy attacks, decreasing incoming damage by 60%. Can also be used in the middle of normal attacks. Press a direction key to evade in that direction. If you use Combat Dodge at the exact moment that an enemy attacks you, you become temporarily invulnerable.

Note: Mirae combat dodge is pretty long and slow as Bai one. It's important to learn that you should use it earlier than other characters to dodge attacks. Keep in mind - her timings are much harder to do on certain bosses due to fact KR developers never cared to fix combat dodge.

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Cancel: Mirae

Cancel a move midway, so you can cast another skill. Attacks surrounding enemies and makes you Invincible for 1 second (+0.2 seconds per skill level). Can also be used while Immobilized by enemy attack, pushing away surrounding enemies in a 4 meter range.

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Empowered state: Mirae

Releases all your accumulated Phase Force at once, temporarily improving your stats for 40 seconds (+2 seconds per skill level). Phase Force accumulates when you attack or are attacked. When you are empowered, all your outgoing damage increases by 20% (+2% per skill level) and Special Moves' Super Armor Crash increases by 1.


You also replenish 30% of your Max MP, and casts the [Affinity of Darkness] buff, increasing certain stats by an amount determined by skill level

Spoiler

[Affinity of Darkness]

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Shadow Call

Summon a Shadow. Press the skill key again to switch place with the Shadow, the Shadow then explodes dealing damage to the surroundings.

Explosion attack is always [Direct Damage], Guaranteed Aerial/Back/Chase and Critical. Recover 20% of Phase Release Gauge when cast. Damage of [Shadow Call] will scale with skill level of all [Finishing Move].

Pressing ↑ when using on the ground will summon Shadow in the air.
Pressing ↓ when using in the air will summon the Shadow on the ground.

With every use of [Shadow Call], you gain [Shadow]. [Shadow] increases damage to all skills affected by it (guarantee Aerial/Back/Chase, Critical and [Direct Damage]). Skills affected by [Shadow] can be upgraded once per [Shadow Call] usage. If you use once skill which is upgraded by [Shadow], you cannot summon another [Shadow] unless you will use [Shadow Call] again.

Spoiler

[Shadow] in skills is always marked with red color description

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Max it out. It's your best buffing skill

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Twilight Sunder

Rushes forward and attacks with a wide swing.

Spoiler

Nothing to say. Least useful for Mirae, but good filler for combo if you are waiting for others skills on cooldown. Master Cube unlocks [Shadow] buff.
This skill is guaranteed back.
Keep on lv. 10 (max only if you maxed other important skills and passives; lowest priority to max)

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Dusk Shroud

Rush forward, then dodge backward to attack if hit an enemy.

[Invincible] when casting. Dusk Shroud is guaranteed Aerial.

Rush upward while pressing ↑ when using on the ground.
Rush downward while pressing ↓ when using in the air.

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Twilight Liberation

While using Shadow Call upgrade your basic attacks once per skill usage (not able to stack; available after opening Master Cube for Dusk Shroud).

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Enhanced Basics Attacks (EBA) can be performed by using →→z or →→↑z

Spoiler

This skill holds EBA damage (Enhanced Basic Attack). That means leveling this skill will increase EBA damage. Keep in mind - EBA scales with your basic attack passive and FM (Finishing Moves; Special Moves). So every tune which you put into BA, FM or Dark Shroud will increase overall EBA attack. Dusk Shroud as a skill is used to stack passive from expert cube and for quick switch of skills in combo.

Passive stacked by Dusk Shroud is called Sunset Sink:

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Dusk Shroud is guarantee aerial/chase. EBA is guarantee ABC and direct damage.

Max it out (high priority)

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Nightfall Gambol

Rush forward, grabbing an enemy and executing them.

Nightfall Gambol is guaranteed Aerial.

Rush upward while pressing ↑ when using on the ground.
Rush downward while pressing ↓ when using in the air.

Spoiler

This skill overall is used as combo filler. Overall damage is good and cast time quick. It's still worth using it often due mobility and Master Cube which makes skills damage higher while enemy HP are under 15%. Counting Stars reset it's cooldown.
Skill is guarantee aerial/back.
Keep on lv. 10 (if you got enough points - max it for more dps)

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Finishing Move 1: Sunset Sink

Gather strength to unleash a flurry of attacks

The longer the skill key is held, the more [Sunset] stacks are gained

Guaranteed Aerial/Back/Chase. 80% Damage Reduction when casting.

Spoiler

[Sunset] buff

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Physical Attack +110(+10 per stack), Physical Critical Damage +6(+1 per stack)%, Max 50 stacks.

As for FM1, this skill has nice damage. It's on low cooldown and with Task Force passive can be one of your main dps skills.
Important note: Do not hold skill for additional stacks, unless you using this skill as animation skip with right timing or you expecting boss to use animation.

Skill is guarantee ABC and can cast [Shadow] with Resolver passive.
Max it out (in worst scenario - leave on lv.6 till you get points; high priority to max)

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Although technically only FM2 is contractor skill, I'll include all skills after FM1 in that section.

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Moonlight Bringer

Swing the Scythe along the ground while attacking the enemy.

Pressing ↑ when using on the ground to cast [Ground Uppercut].
Pressing ↓ when using in the air to cast [Aerial Downward Strike].

Skill has 2 charges (3 with Master Cube)

Spoiler

It's perfect combo filler which makes this skill useful in every scenario. As dps skill - air + down arrow is best option, you'll use it often like this. Overall amazing skill for mobility. Stacks can be restored by using Counting Stars.

When casted on ground - deals chase/aerial
When casted in air - deals back/aerial

If possible - max (keep on lv. 10 if you lack points)

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Counting Stars

Swing the Scythe in a great arc to attack the enemy.

Guaranteed Back. 80% Damage Reduction when casting.

Spoiler

It's alright skill - pretty ok cooldown and good damage. It's mainly used for cooldown reset to Gambol and stacks to Moonlight, but also works as good damage skill. If used correctly (in air), it can deal ABC damage.

Guarantee back/chase.

If possible - max (keep on lv. 10 if you lack points)

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Nightmist Rip

Swiftly swings the scythe, then performs a flurry of attacks.

Guaranteed Back. [Invincible] when casting.

Spoiler

This is one of the best Mirae dps skills. On top of that, it can restore HP/MP/PPR with a master cube, deals more damage when the enemy is below 30% and additional attacks from advanced cube can deal critical/chase/true damage. Amazing skill with such a low cooldown (12 sec on max lvl).

Guarantee back.

Max it out (high prioritytune it in modules/core if possible)

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Weeping Sky

Move like dancing and cutting enemies.

Guaranteed Back. [Invincible] when casting.

Spoiler

This is debuff skill: reduce damage resistance by 15% and increase damage taken by 10% on enemies. Although, due to it's half nerf (non-awakened version has two steps and requires you to cast second step for debuff), this skill is harder to use. Huge plus is it's damage. It can deal true damage even without shadow, deals critical/chase/direct damage. Still amazing skill, even as non-awakened. Perfect to cast with Shadow Call in between.

Guarantee ABC.

Max it out

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Finishing Move 2: Sleep Tight

Walking silently like a Grim Reaper, summon a [Shadow] to deliver a powerful attack when an enemy is hit.

Guaranteed Back. [Invincible] when casting.

Spoiler

FM2 is mostly known for it's buff

[Sweltering] buff

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As a DPS skill it's not bad, deals pretty good damage as is often used to one shot low lvl bosses. The normal version deals more damage. However it's more effective to cast it with the downkey. It will cast faster buff and also if you do not cancel FM2 before last attack, it will additionally cast [Shadow] from Resolver passive, dealing more damage. Use this skill in the air to deal AB.
 

Guarantee back, can cast [Shadow] from Resolver passive.

Max it out (in worst scenario - leave on lvl 6 till you get points)

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Edited by Minos
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Now [Dark Leader] is upgraded to [Dark Master]
Can stack up to 5 times, instead of 7.

[Dark Master]

Spoiler

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Physical Power 600 (+100% per stack), Physical Critical Rate +50%, Physical Critical Damage 40%(+5% per stack), Physical Damage Dealt 15% (+0.85% per stack)

When you use special ability Shadow Call, you gain an additional buff [Twilight].
[Twilight] is casted everytime you’re using Dusk Shroud.

[Twilight]

Can stack max. to 20 times

Spoiler

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Physical Critic Damage 1% (+1% per stack), Back Attack Critic Damage 1% (+1% per stack), Air Strike Critic Dmg 1% (+1% per stack), Chase Critic Damage 1% (1% per stack)

[Shadow: Finishing Moves]

When using Finishing Moves, [Shadow] spirit tracks enemies for additional damage. Can chase up to 3 enemies, deals [True Damage], guarantee Aerial/Back/Chase and Critical. This attack gains the same damage as Shadow Call and Finishing Moves skill levels.

Spoiler

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*Can be applied once per [Shadow Call] use.

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Binding Dawn

Call Dark Thorns to attack enemies.

[Dark Thorns] counts as Super Armour Crash lv.5, guarantee Aerial/Back.

Enemies affected by [Dark Thorns] are affected by 15% Critical resistance for 15 sec.

Spoiler

Another debuff skill. This one applies debuff instantly when dark thorns will touch the enemy. So it's important to use this skill centrally on the boss. Except that the skill can deal some fine damage with advanced and master cube unlocked. Overall due to it's pretty fast cast and good cooldown, you'll use this skill often for debuffing.

Guarantee aerial/back. Additionally you're [Invincible] during additional attack cast.
Max it out

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Shaping Dew

Dash steadily forward to the front

Guarantee Aerial. [Invincible] when casting.

Spoiler

One of main DPS Mirae skills. Even cast time is long (due to fact all three steps need to be combined with other skills), it still does a tremendous amount of damage. Cooldown is pretty long but this skill is still worth it's value. Since this skill is guaranteed to be aerial, you can easily use it on ground. Keep in mind that after the first attack you need to wait 1-2 sec before casting another skill to summon [Shadow]. First/second output (except shadow) does not guarantee back and third one is quickest one, dealing ABC + casting shadow.
First and third cast also have perfect invincibility, but about that more later.
Last move in this skill can be somehow canceled if you press another skill button at perfect time. Easiest way to maintain it is to learn how to do it with FM1 or Nightmist Rip.

Guarantee aerial. Additionally after first hit shadows casts ABC/direct damage, second output is guaranteed aerial/back, last attack is guaranteed ABC.

Max it out

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Dawning

Realise the sickle dance

Guaranteee Back/Chase. 80% Damage Reduction when casting.

Spoiler

Another excellent Resolver skill. Cooldown on maxed skill is around 20 sec. It deals back/chase and if casted in air, it can become ABC skill. Additional attacks from advanced cube also deals critical/direct damage which makes that skill great dps. It has slightly faster recovery on ground, however you'll lose some aerial damage because of it.

Guarantee back/chase
Max it out

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Finishing Move 3: Cover of Shadow

Free your inner strength Darkness falls upon everything. Dark Thorns and Shadow devour the world

[Invincible] while casting.

Spoiler

As sad to say, it's sadly the worst Mirae skill in her kit. Main issue with it is of course cast time. It's too long for the damage it's dealing, making it worse compared to other Mirae skills. Only solution to make use of this skill is to cast it right before boss animation. It can also kinda work in some specific situations.
After new KR patch, this skill will scale with attack speed. Might be worth to use it.

Guarantee back/chase. Summons [Shadow] with Resolver passive.
Leave on lv. 6 (just for cubes; can be maxed out only if you got others skills on max lvl)

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Adds Finishing Move: Reap of the Dead Night skill

Additionally, everytime Finishing Move 1: Sunset Sink is casted, [Queen Discipline] occurs

Spoiler

[Queen's Discipline]

At lv. 1 - Super Armor Crash Lv.3 , 11592% of Physical Attack
At lv. 15 -  Super Armor Crash Lv.4 , 14904% of Physical Attack

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Finishing Move: Reap of the Dead Night

Mirae jumps forward quickly, cuts it down, falls at high speed, and cuts it down again with a scythe.

Become [Invincible]. Guarantee Aerial/Back/Chase.

Spoiler

Amazing skill with even lower cooldown than FM3. Nothing to add, can be used in comination with Moonlight Bringer (down key) to cancel it's ending cast faster.

Max it out

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Here's list of passives which are worth investing

High Priority

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Medium Priority
can be maxed after maxing certain skills and passives above

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Low Priority
if you struggle with damage taken or mana consuption on early-game, invest those passives

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If you want, you can also invest in this passive as last one:

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Awakened skills are skills upgraded by purification trinkets. Although due to recent changes, they're not end-game skills anymore, so their use is limited only to early-mid game.

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Counting Stars - Breaking Dawn

Cast a powerful attack through twisting the body

Guaranteed Back/Chase. 80% Damage Reduction when casting.

Can be obtain by equipping:

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Spoiler

Although this skill animation is shorter than non-awakening version, it's cooldown and damage is lower

Just like non-awakening version: max out (or keep on lv. 10 if you lack points)

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Weeping Sky - Night Sky

Elegantly swings the weapon, gathering strength to deliver a powerful attack

[Invincible] when casting. [Direct Damage], guaranteed Aerial/Back/Chase and Critical.

Damage +30 if target’s health is below 20%. Reduce target’s Critical Damage Reduction by 15% and increase Damage Taken by 10% for 20s.

Can be obtain by equipping:

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Spoiler

This skill compare to non-awakened version is much better. Main reason of course is fact that it is only one shot skill and still can apply debuff to enemies. That makes it even more powerful to non-awakened version, even damage is lower.

Max it out

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Edited by Minos
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For the last few days since her release, I notice a lot of people completely skipping Shadow Call or using it wrongly.

Let me make it clear: Shadow Call is a must for Mirae's gameplay and her main buff. Without this buff, she loses tons of ABC/True Damage which are casted with her shadows in skills. You also skip enhanced basic attacks by not using the skill. Shadow Call was created around the whole Mirae kit and should be used on the beginning of every dungeon and after rotation of skills (or when it's cooldown ends).
PS. You don't have to cast all skills during one rotation of Shadow buff. Make sure it's on after it's cooldown. For keeping another buff from skill, you can delay the shadow explosion by using other skill in between.

So do not underestimate this skill!

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Debuffs

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Both of those skills reduce resistance to critical damage on enemies. Additionally Weeping Sky allows you to deal more damage to enemies after a successful hit. Keep in mind that [awakened] Weeping Sky is much faster skill to use than mentioned Binding Dawn. However since new trinkets for Asmodeus takes away that awakened version of a skill - Binding Dawn might be much more useful in some scenarios.

Buffs

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Since Dusk Shroud stacks [Setting Sun] buff, Dusk Shroud should be used often between skill rotations. The [Dusk] buff comes from Special Move 1: Sunset Sink (FM1). Both of those skills should be used often to gain max stacks on both buffs. FM2 gives time-limited buff, which means it should be refreshed every time it's off cooldown. Shadow Call gives buff for every cast.

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I'm pretty sure you would like to know what kind of damage dealer Mirae is. Let's go through it together then. I'm completely skipping skills which cast ABC through [Shadow] since this is best source to base her damage dealing type.

Mirae skills: 15

Guarantee Aerial skills: 8

Guarantee Back skills: 13 (+ Shaping Dew last phase)

Guarantee Chase skills: 10

Mirae is ABC, however she gains the most from aerial/back.

Since Mirae can cast any skill except Binding Dawn/EBA in the air, she can use aerial stat as any other char. In case you wonder - those two mentioned skills are able to cast guarantee aerial which makes her even more easier to use this statistic.

She has 15 skills in total from which 13 guarantees back (with one exception from Shaping Dew - this skill cast back only in last phase). I did not count Dusk Shroud to this list, since even basic attack from Master deals back attack, it is required to cast Shadow Call.

Keep in mind balancing Aerial/Back/Chase on the end-game isn't a bad idea, yet, it's better to invest only in aerial and back. Even though she can cast chase from every skill with Shadow Call, only around 65% of her skills are able to cast it without [Shadow] buff. Another fact is that chase on end-game is impossible to cast for characters on bosses, unless they do have it guaranteed in skills or passive (like e.g Tina or Soma). So chase will be automatically lowest priority for Mirae stats.

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Invincible during full cast: 

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Invincible during some moves

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Perfect-invincibility (only on first and third move): 

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Invincible status effect is nothing more than an i-frame which allows you to dodge certain boss patterns without taking any damage. Mirae has many of these which automatically makes her careless in the dungeon about any tickle damage she can get. Most of those i-frames can be stopped if you expect your boss to cast an instant-death pattern (which cannot be dodge with any skill) by using other quick skills. In that case Moonlight Bringer is the best one to cancel any animation.

After obtaining Advanced Cuber for Binding Dawn you will gain [Invincible] during two additional moves. That means the first summoning cast of Dark Thorns will not grant you [Invincible] status effect. Same goes to Enhancement Basic Attack - only after landing on ground from aerial EBA you'll get that status effect (which means that during the jumping animation before landing you do not have an i-frame). Although the EBA ground version works during the whole cast.

There's also a thing which I like to call [Fully Invincible]. Skills with that status allows you to dodge some (not all) instant-death/interrupt patterns. To those patterns we can count: Hoffman's walls; Tiamat's walls on Heart (both Nightmare and non-Nightmare versions). There's probably more of these patterns, for now only those two are important to remember, since on Tiamat it will allow you to move freely from right to left side.

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Skipping

9ekodPY.png HFAjozM.png 7PyidG5.png AnouPqbRHbM355BymA9-CV9NevGgFSQU8BvwLcITmmNjN78ePLhejrq90KAQXsUTlWvfFT05A_BhzjlqbNzn1OefhKSQD2lhP4H5nl_VKr0f7ObsoK6C5t7VFTe8UvPgctNY1KrL wZcguwz.png 3oEKTBy.png hLtlomC.png gyL19sRvbiVp-DCabNm7slHRdlGZ8RDJLjWKtjUjToJfJayJFw1khaYgoU1cFG10S0DA_3_h4V_D_Rs3xNxnnCU_mvSPJmrfZvfYgIUazpzdL8zUidhcC0wd24h7YQTO5UcRs0XN fiHulIP.png 3in0u1u67EhLZdPij885d6_CbaI4uTja0qqwJfNc2mICdO1NcU7i861LduLrUVBlwHytyTGsbavNw6YXHwIwsfxw7ef6SzLoHY3ZjwzZAlet9WmhI3LxdIkAz3hb3Sh7lDedU-X_

Counting Stars, Moonlight Bringer and FM1 are pretty easy to use with good timing. Those skills will be the best option for you to skip animations on certain dungeons.

Weeping Sky needs perfect timing (both, awakened and non-awakened). Shaping Dew can only skip animation in all steps (although 3rd requires perfect timing). Nightmist Rip and EBA (air; ground is easier) are harder to use and FM2 can skip only some of the animations.

Additionally FM3 can interrupt bosses during animations - it deals damage to them, but skipping with that skill is pretty hard (it can skip only during the time when Mirae cast black background before slashing)

Freezing and bugging

VWzDQl1.png eOB1MaI.png wxoIaje.png

FM2 with downkey is able to bug some boss patterns due to time-stop. As example I can give you Mephisto last pattern (last 7 HP bars) in stage 7 crew dungeon. Keep in mind: after freezing you have to use basic attacks to interrupt the boss. Additionally, perfectly timed FM1 can skip some patterns or bug bosses (e.g Yod, Misook in some scenarios, Asmodeus on core). Those bugs might require you to have teammates, since bugging bosses solo is impossible for many patterns.

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On certain occasions you can use her [Dark Master] passive. There's some dungeons where it can be useful. For example Yod Sea dungeon in POC allows you to die without any consequences of losing time during one of the patterns. Same thing goes for Tiamat dungeons where you can die in certain moments (e.g. on Heart: during hiding behind rocks or on Castle Prison during first pattern with moobs).

Worth one death 💀

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Mirae's kit is very unique. Her skills are slow and long in casting. However it can be fixed by adding points into attack speed.
Minimal rate for Mirae's AS should be 1.30, and for speedrunners - 1.35
You don't need more if you can't afford better tuning or you do not care about speedruns. Everyone's gameplay style is different and it's good to have your own preferences over others.

Most commonly used for adding speed attack would be:

- tunes in gear,
- tunes in some costume parts,
- PNAs.

y8y6Xhv.png

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It's a common question for any character,, especially when it comes to early and end-game. So I will give you all options for her gear and explain some of the stuff connected to crafting. I've updated the new translation for her skills so it's accurate for now.

Early game gear

Spoiler

kS0p6eW.png

Mid-game (Purification, Theater: Reverse)

Spoiler

UupbQhr.png

YZAcExB.png

End-game (lv. 88 - Busan, HoD, Asmodeus)
PS. The Hell v2 module which drops from Yod Sea is similar to Gina Grace module which will be "late" end-game so it's up to you if you prefer it instead of Busan module

Spoiler

wDqNlpA.png

Purification gear tab for new players

Spoiler

lGUNY4P.png

PS. This gear should be crafted only if you're not able to obtain Beelzebub gear quicker or as a new player you struggle with finding carry.

Description on right says which skills are boosted by 2/2 modules statistics.

Triggers

Early end-game (Beelzebub)

lWTQCFU.png or i0ZmYNz.png

Majority of the playerbase use red triggers due to the high amount of the damage which they can create with a time and individual statistic which each trigger gives. Sadly their effect will reset with your death.

Second option are orange triggers. They're most for burst damage + management of Mirae's death passive. Although red triggers are a better choice since Tiamat/Asmodeus release on KR, if you are using orange triggers, it's still a good option. Consider having both 3/3 sets or go for red.

End-game (Asmodeus)

image.png.5e811f555268cb59d602adaa718c6a9a.png

Black set is best one for Mirae (as well as other characters) and there's no better at this moment.

Is there any better trigger set for Mirae?

Beelzebub: Blue triggers are only for item drop; you can make one set if you want use them from time to time. Green/purple triggers are pretty average and not useful.
Asmodeus: Blue set isn't bad, could potentially have use if you didn't drop black one yet. Red completely depends on rng, so I'd skip it. While green triggers are only for speed attack which can be easily gain through PNA/tunes.

y8y6Xhv.png

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Spoiler

Update from 13.02.2021

 Although Dusk Shroud EBA has been nerfed, new KR patch brought back old damage and even slightly increased it. I recommend to choose between Nightmist Rip or Dusk Shroud tunes after the patch hits Code:Closers

Core:

  • Additional Physical Power
  • Physical Critical Damage
  • Attack Speed
  • Back Attack Critical Damage
  • Skill tune (Nightmist Rip preferable right now (otherwise FM2); after KR buffs: Dusk Shroud or FM2 - it scales with Dusk Shroud EBA so you can choose between one of those two skills - I'd recommend FM2); Back attack if you cannot afford skill tunes yet

Module:

  • Physical Critical Damage
  • Attack Speed
  • Back Attack Critical Damage
  • Skill tune (Nightmist Rip preferable right now; after KR buffs: Dusk Shroud works also; otherwise Dawning); Back attack if you cannot afford skill tunes yet

Receiver:

  • Physical Critical Damage
  • Increase damage on [Armour type] (e.g Sea Yod has unarmoured type)
  • [Basic Attack Training] +1
  • Skill Cost Reduction/Phase Speed Charge (up to you, depending if you got cap on Cost Reduction)

Receiver (HoD):

  • Physical Power
  • Physical Critic Damage
  • [Basic Attack Training] +1
  • Aerial/Back Critic Damage (up to you)

Trinkets (Shields):

  • Total Physical Damage
  • Physical Critical Damage
  • Aerial or Back Attack Damage
  • Physical Defense Penetration

Triggers:

  • Total Physical Damage
  • Physical Critical Damage
  • Aerial or Back Attack Critical Damage
  • Attack Speed

quNh8rP.png

Spoiler

Arm/Waist

  • Back Attack Critical Damage,
  • Aerial Critical Damage,

Eyes

  • Transcendental Power x3 (CP friendly) or Basic Attack Training x3 (this one will be more useful after new KR patch with EBA buffs)

Effect L

  • Total Physical Power
  • Physical Critical Damage
  • Aerial or Back Attack Critical Damage


Weapon

  • Total Physical Power
  • Physical Critical Damage
  • Aerial or Back Attack Critical Damage


Hair

  • Attack Speed
  • Empowered State Damage
  • Aerial or Back Attack Critical Damage
     

Top

  • Physical Power
  • Other two: any tunes,


Bottom

  • Physical Power
  • Other two: any tunes,


Gloves

  • Total Physical Power
  • Physical Critical Damage
  • Aerial or Back Critical Damage


Shoes

  • Aerial Critical Damage
  • Back Attack Critical Damage
  • Chase Critical Damage

Costume One-Piece

Purification:

FM 2: Eternal Sleep +1
Weeping Sky +1

Asmodeus:
Total Physical Power
Aerial or Back Attack Critic Damage
FM2: Eternal Sleep or FM1: Sunset Sink (FM1 is better option)
Nightmare Rip or Dusk Shroud (Dusk Shroud only after new KR patch - you can also tune both FMs since they scale with EBA; right now Nightmare is best option)

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Spoiler

For current state: 06.12.2020 | Keep in mind: Legion chips give more statistics than T2, but T3 more than legion.

Do not craft legion chips. Do not enhance T2/T1 chips, wait till you craft T3.

Core (end-game):

  • Platinum T3 Aerial or Back
  • T3 Yellow
  • T3 Red

Core (early-game):

  • Platinum T1/T2 Aerial or Back
  • T2 Yellow
  • T2 Red

Module (end-game):

  • Platinum T3 Aerial or Back
  • T3 Yellow

Module (early-game):

  • Platinum T1/T2 Aerial or Back
  • T2 Yellow

Receiver (end-game):

  • Tiamat Chip Yellow
  • Tiamat Chip Black
  • Tiamat Chip Purple

Receiver (early-game):

Since other receiver chips are bad, I recommend open slots and farm as quick as possible for Tiamat chips.

Trinkets (end-game):

  • Platinum T3 Aerial or Back
  • T3 Yellow

Trinkets (early-game):

  • Platinum T1/T2 Aerial or Back
  • T2 yellow

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Offensive Strain

Spoiler

 

Array Genes: Physical Power (Rate) x6

Combination Genes: Physical/Psi Critic Rate x2 or Penetration x2 (Penetration gives CP; both are easy to cap on end-game)

Mutation Genes: Aerial or Back (can mix; Chase works too)

 

Defensive Strain

All PNAs here are up to you. I recommend HP (rate) and physical/magical damage reduction

Utility Strain

Spoiler

 

Array Genes: Movement Speed (3%) x6, MP (rate) x6 or Bonus Credits x6 (up to you)

 Combination Genes:  Empowered State Damage Bonus x1, Cooldown Skill Reduction x1

(if you have already Cooldown Reduction at 30-40%, use Damage bonus during Empowered State) 

Mutation Genes: Empowered State Damage Bonus x1, Cooldown Skill Reduction x1

(if you have already Cooldown Reduction at 30-40%, use Damage bonus during Empowered State)

Special Strain

Spoiler

 

Weapon Affinity

Fast Mover or Aerialist/Paratrooper

(if you have 1.30 attack speed or above, Fast Mover can be skipped)

Backstabber

Amplifier

 +5% Damage or +10% Attack Speed (if you lack speed attack)

Amplifier ver. Nightmare

+5% Damage, +10% Attack Speed and +4% Movement (%)

 

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I'll leave here my Youtube channel (and beginners tip video). I'm going to post from time to time Mirae's gameplay (which I'm trying to improve myself) for new players + some guides/tips videos if I find time.

https://www.youtube.com/channel/UCMhWn2YHw7hqR18s8E8XSZA 

y8y6Xhv.png

 

Edited by Minos
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Great detailed guide! 

Just a small note, however, is that you should remove the tuning option for Aerial critical damage on her core and mods. Because of the lower value (and abundance of Back forced procs on her skills), you strictly want to tune for Back critical damage. 

I would also recommend emphasizing the importance of skill tuning on core and mods over Back damage, as the diminishing return from that tune won't yield much compared to increasing the damage on one of her main DPS skills. It's understandable if people settle for Back damage tunes if they are not willing to invest in gear skill plugs/equalizers to get Nightmare Rip.

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13 hours ago, CDawg said:

Great detailed guide! 

Just a small note, however, is that you should remove the tuning option for Aerial critical damage on her core and mods. Because of the lower value (and abundance of Back forced procs on her skills), you strictly want to tune for Back critical damage. 

I would also recommend emphasizing the importance of skill tuning on core and mods over Back damage, as the diminishing return from that tune won't yield much compared to increasing the damage on one of her main DPS skills. It's understandable if people settle for Back damage tunes if they are not willing to invest in gear skill plugs/equalizers to get Nightmare Rip.

Got ya, updating it. I also have few more stuff to update so I'll post it soon fixed

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Good job! Very informative guide

Some things to point out about it are 

On 4/1/2021 at 1:15 PM, Minos said:

AIF9bdi.png

Here's list of passives which are worst investing

Accidentally misspelled worth as worst I think? Figured I should mention it just so no one gets confused. There's also a typo on BB triggers section but doubt anyone would get confused from that one

 

On 4/1/2021 at 2:54 PM, Minos said:

Skipping

Future Skill 9 

Shaping Dew can only skip animation with the first two steps.

Shaping Dew can actually skip on the 3rd input but the timing is very tight. Most notably I use this for PG5 Morax since there's easier skips to use on most other bosses that are also on less important skills

 

On 4/1/2021 at 2:54 PM, Minos said:

Rzf--lGUkkh69rsEM91LsHI4QalInsFxa_BTV5OkRHwOwxUzjyTBnFC4RDk8Ypu4BEvquKP89pMCLuv33jaINjbRb5xoMpYxfL6HpBqF1IovwZafZxuLMYC63aEM8C4JBkuYdmt4

  Hide contents

Core:

- Skill tune (Nightmist Rip preferable; otherwise Dawning/FM2/FM BlackHand) or back attack damage,

Module:
- Skill tune (Nightmist Rip preferable; otherwise Dawning) or back attack damage,

 

Shaping Dew is also a very good Skill tune choice alongside Dawning as long as it doesn't take more than like... 6-8s to be used after it comes on CD
Also, you can't tune BlackHand FM/BH Skill on core

 

On 4/1/2021 at 2:54 PM, Minos said:

Utility Strain

  Hide contents

Combination Genes: Cost Skill Reduction x1, Cooldown Skill Reduction x1

(if you have already those two at 30-40%, use Damage bonus during Empowered State)

Mutation Genes: Cost Skill Reduction x1, Cooldown Skill Reduction x1

(if you have already those two at 30-40%, use Damage bonus during Empowered State)

Lastly, Skill cost reduction really isn't useful at all in Mirae's case so for both genes, it should be Damage bonus during Empowered State x1, CDR x1
( until CDR reaches 30-40% as you said. Then use all slots for Empowered State Damage )
Even at 10-15% with no pet, just using her skills and empowered state whenever she has it and at times a potion will provide more than enough MP to make Skill Cost reduction not worth


Again, great work. Very nice guide overall :leviahappy:

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On 4/3/2021 at 2:29 PM, VioletHime said:

Accidentally misspelled worth as worst I think? Figured I should mention it just so no one gets confused. There's also a typo on BB triggers section but doubt anyone would get confused from that one

Yes, I could accidentally made typo, it happens a lot to me

On 4/3/2021 at 2:29 PM, VioletHime said:

Lastly, Skill cost reduction really isn't useful at all in Mirae's case so for both genes, it should be Damage bonus during Empowered State x1, CDR x1
( until CDR reaches 30-40% as you said. Then use all slots for Empowered State Damage )
Even at 10-15% with no pet, just using her skills and empowered state whenever she has it and at times a potion will provide more than enough MP to make Skill Cost reduction not worth

I'll note it down

On 4/3/2021 at 2:29 PM, VioletHime said:

Shaping Dew can actually skip on the 3rd input but the timing is very tight. Most notably I use this for PG5 Morax since there's easier skips to use on most other bosses that are also on less important skills

This is also something I forgot to fix, my bad, I forgot to mention it

Spoiler

Shaping Dew is also a very good Skill tune choice alongside Dawning as long as it doesn't take more than like... 6-8s to be used after it comes on CD
Also, you can't tune BlackHand FM/BH Skill on core

As far as I know they added this option on KR, but maybe again, I misread patch notes (or more - it's badly translated which mislead my thinking)
And reason I didn't put Shaping Dew was due to cooldown (24 sec + whole cast time for all 3 steps makes it around 30 sec; back isn't forced in all steps also). Nightmist Rip is still best option, Dawning as second. If someone did tune Shaping Dew to bad rng, they could keep it and change later

Edited by Minos
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  • 4 weeks later...
1 hour ago, SSilk said:

Just curious is mirae had a skill rotation of some sort? I would usually start with shadow call then the debuffs then from there i use whatever abilities that are available 

She does, althought it is good to find your own way to play her 
I'd recommend starting with Shadow Call, then FM2 (downkey) for total dmg buff, then debuff skills. Weeping Sky even with non-awakened version is good. You can pair it with Dusk Shroud between two attacks for buff stack. Binding I like to use in pair with Shaping Dew.

Make sure to use constantly Moonlight Bringer (it's amazing to use it after first attack of FM4 cast so you can get on ground faster) and restock it with Counting Stars. You're not forced to cast all skills during one Shadow Call - so it might give you sort of idea which skills you want to keep for next rotation.
 

Don't forget to recast FM2 often, as well as FM1 for buff stacks (it's also good DPS skill). Basic attacks are nice to use after Dusk Shroud or Nightfall Gambol.

FM4 + Moonlight: https://imgur.com/a/R3v8H49

Edited by Minos
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