This article is missing content.
You can help out Kongai Wiki by adding the missing content to this article. |
Witches character matchups. Back to the main page.
Agathe De Grey[]
Agathe vs Amaya[]
Both characters can trade with each other, but Agathe should watch out for DCB.
- Ninja-Port is slow enough that Broom Strike and and Mark of the Witch will not get soft-interrupted, while Witch's Curse is dual-ranged.
- Accuracy isn't usually a problem for Agathe if she stays at close-range, but she can't counter Shadow Curse with Tarot Card: The High Priestess.
- Her recommended main goal is to weaken Amaya with Witch's Curse and the odd Broom Strike until Agathe can switch out or kill Amaya.
Agathe vs Rumiko[]
Similar to Amaya, both can trade as long as Agathe stays close (to avoid Shuriken Barrage), so it's down to the items. Healing Salve, Stoneheel Totem or Coffin Nails are useful on Agathe for survival if Witch's Curse becomes her main source of damage while Rumiko's using Scroll of Inner Focus. The Black Book counters Rumiko's innate and Flash Powder while Periapt of Proof is generally useful for avoiding Poison Dart's debuffs.
Agathe vs Juju[]
Agathe somewhat favored, being more flexible at both ranges and having more stronger and direct attacks (which are always quicker). It's possible Coffin Nails can make Agathe survive a Touch of Doom (even though Juju may be able to break it first), but it's better served by The Black Book so that Juju cannot switch out of Mark of the Witch (which is not unremovable since Juju can either switch out or wait for his innate to remove it, the latter being less likely). Although unlikely and niche, the Tarot Card can completely whiff Juju's attacks, reduces his chance to hit by 20%.
Agathe vs Ubuntu[]
Agathe highly favored. At far range, her Wild Broom Ride can cancel the devastatingly addictive effects of Ubuntu's abilities (partly to compensate for his pathetic lack of physical resists) while during close range, Agathe can not only deal innate damage, she can riddle Ub with Witch's Curses before switching out, so it's best to alternate between both ranges. At the very best, Agathe should use Stoneheel Totem as a counter to Ub's innate, though the Periapt is effective if Ub suddenly favors Deadly Poison.
Agathe vs Rathbone[]
Can be swingy. Rathbone may have the advantage in damage output, but Agathe has the mobility to evade Rathbone if being careful:
- Mark of the Witch is only useful if Rathbone is the only fighter remaining or if Agathe can counter Rathbone switching out via interception (The Black Book makes this easier on Agathe if the latter tactic is being used). On Rathbone's defense, Heart of Darkness can easily kill Agathe in two turns with sufficient energy. Most of the time, switching Agathe out is usually the right choice.
- Rathbone will likely not require the Bracers of Righteousness as Agathe's weak at direct damage, so other items like Ring of Bravery (to counter Agathe's innate) serve a better purpose here. Asides from TBB, Agathe might find Yellow Rock of Cowards or Healing Salve useful depending on the taste.
Agathe vs MR-V1N[]
On one good day, it's possible that Agathe may successfully throw off a Mark of the Witch against MR-V1N and spends the next three turns using The Black Book to prevent him from switching out (which is one idea). On another day, Agathe should be using stacking up Witch's Curse before switching out herself (this method becomes useful when you don't have The Black Book, or can't use it because of Null Matrix). Either way, as long as Agathe plays safe, she can switch out and avoid being massively debuffed.
Agathe vs Agathe[]
Both witches are likely to not stick around much so Witch's Curse becomes the only reliable move here (though Mark of the Witch would only become useful if you're forced to stay in, when interception is required). The Black Book is useful if you're planning on using MotW method.
Eva Bovary[]
Eva vs Amaya[]
Tosser. Depends on which moves Amaya's innate randomly disable, how many Shadow Curse Amaya throws throughout the whole match, and whether Eva's innate procs when switching in. Both characters have horrible stats, but Eva has a more probable chance of survival due to her higher health (Amaya with Jade Figurine can offput this, however). For Eva, Coffin Nails is usually recommended, or the Periapt of Dark Chi Blast burn seems to be a recurring threat. Note that Head Over Heels can interrupt Shadow Wrath.
Eva vs Rumiko[]
An item dependent matchup which can crucially go either way. Gridle becomes useful to counter Rumiko's Eviscerate or General's Insignia for extra damage if Eva's forced to play at close range otherwise Eva will stay at far (where she'll usually be Shuriken Barraged so it's swingy). Thankfully, Eva has a hit-fleeing attack (Fiery Passion) which negates the purpose of Sigil of Heartache, interception, Rumiko's innate, and Flash Powder (though SoH does have some synergy with Fiery Passion, if rather unneeded). The Periapt is also a good counter against Poison Darts, but that can be countered by SBarrage if not at close range.
Eva vs Popo[]
Similar to Rumiko, Popo can trade blows with Eva by using Poison Darts against Fiery Passion or Searing Touch, so items may be the game-changing element.
- If Eva's using the Periapt, then Darts (which can now only deal Poison damage), Herbal Preparations (apart from its healing ability), and Deadly Poison are nulled, considerably taking away most of Popo's already-lacking offensive power, forcing the latter to prioritise Knee Bash and Slingshot (both are still effective given Eva's lack of physical defenses).
- If Girdle on the other hand is used, then Eva might have a better chance of winning, due to Kiss and Head Over Heels (which is now only useful for making Popo self-inflict damage due to its speed) being uninterruptable.
- Knee Bash can interrupt Kiss, but with Quickening Powder, it can also interrupt Searing Touch, making it difficult for Eva at close range if it procs. Thankfully, its ridiculous damage to cost ratio ensures that Popo cannot spam it without losing precious energy to change range.
Eva vs Ubuntu[]
Item dependent. Usually Ubuntu has a better edge.
- Unless Ubuntu is using Quickening Powder, Eva is able to Head Over Heels all but one of Ubuntu's attacks (though now at 45 energy, that's fairly costly to keep up).
- Deadly Poison can be countered with the Periapt.
- Ubuntu has physical attacks which Eva is weak against. Being a mono-light user, Eva's attacks are less effective against Ubuntu's defenses unless she uses General's Insignia, where she'll be covered at close range.
Eva vs Angelan D[]
Bad matchup overall for Eva. Angelan's Wave Motion Fist affects all of Eva's attacks at far range while at close range, Eva is easily threatened by Precision Strike. If Eva's innate does activate when she switches in (not that there was any good reason to do so), there is a chance that if Angelan's cloaked and Eva's Head Over Heels hits (which is nearly 2 in 3 chances), it may activate Surprise Attack (effectively suiciding Angelan), but the chances of that occurring are much smaller than simply keeping Eva out of play. Eva with Girdle of Iron Will will usually have a better chance of survival as she can now land her attacks but the lack of strength (in damage) and weakness towards anything physical can still unfavor her.
Eva vs MR-V1N[]
Eva Bovary can win this matchup if she plays defensively in a situation (as in switching in and out often to maximize the chances of activating her innate) where MR-V1N could win (when he just stays at far range, avoiding Kiss and Searing Touch):
- Eva has the (somewhat trivial) benefit of one dark resistance (sans Physical), whereas MR-V1N has no light resists. This means that while Eva has little defense against MR-V1N's dark attacks and not at all against Indifferent Strikes, MR-V1N also has no defense whatsoever against Eva's attacks.
- MR-V1N can rectify this for himself by using Depressive Mood but in practice, this would only benefit Forlorn Poetry and should otherwise be ignored for this matchup (it increases Poetry's damage from 28 to 32, which isn't meant to be an offensive attack due to its attack-slowing ability).
- Eva's Head Over Heels cannot interrupt as it's the same speed as two of MR-V1N's attacks, meaning that HOH is now an all-or-nothing luck-based attack.
- Sigil of Heartache can be used if you don't want MR-V1N switching out but is often ignored due to Eva's Fiery Passion being undodgeable, and YRoC dealing direct damage to the switcher instead of being indirect like Sigil's effects (YRoC can also activate if Eva switches out instead). Alternatively, Coffin Nails on Eva may come in handy especially if Eva can switch out after surviving a death blow.
Eva vs Eva[]
The rate that the innate procs and Searing Touch is being used can be detrimental to your opponent (or to you if they're using the Periapt). General's Insignia, Salve, and Coffin Nails are at times also useful as a swinger.
Margo Curie[]
Margo vs Rumiko[]
Margo can win by staying at close range (whereas Rumiko can win at far). Margo with Girdle will have a better chance of attacking then without by ignoring the stun effects of Eviscerate.
- Unless Rumiko is using Origami Crane, she can be affected by Heartache Cocktail, which will weaken Shuriken Barrage, her most powerful attack.
- Margo should be using the more damaging Acid Splash, since Rumiko has no defenses towards light attacks and is faster than Ninja-Port. With Girdle, Splash will not be soft-interrupted by Eviscerate.
Margo vs Juju[]
Margo can win or switch out (which is much better, although you'll be thrown a bit of credential if your Margo wins a match, as its no easy feat) safely if she stays at far range with Heartache Cocktail (which will deal the full 13 damage to Juju, but only affects Hex). Alternatively, she can go close and aim for an Acid Splash or Hallucinogenic Incense (only safe to use when Margo can change range and/or Juju has less than 60 energy so he can't use Touch of Doom), but Juju has a chance to heal a debuff from himself every turn, so this isn't as good. Periapt ignores debuffs of Deadly Poison, but Coffin Nails can theoretically make Margo survive a Touch of Doom (if it didn't break first).
Margo vs Popo[]
Margo usually favored, especially if she's using either the Periapt or Girdle of Iron Will as they will always negate two of Popo's damaging moves (Poison Dart and Herbal Preparations, or Slingshot and Knee Bash). Heartache Cocktail should be ignored (as Popo's moves aren't very damaging) in favor of Acid Splash (which is more damaging, ignores Popo's innate, and won't be interrupted by Knee Bash). Hallucinogenic Incense should only be performed at far range due to knee bash.
Margo vs Ambrosia[]
Tossup.
- Heartache Cocktail only deals 10 damage to Ambrosia. When it hits, it reduces Ambrosia's damage by 2. Lowering the damage of Vamp Kiss and Spectral Choke can easily benefit Margo's survival (Acid Splash won't deal any burn damage because of Ambrosia's innate, but it makes sure that the latter's Vamp Kiss heals with a loss).
- Girdle of Iron Will makes Margo immune to Spiked Boots stun.
- Hallucinogenic Incense can be used to incapacitate Ambrosia before switching out if things go haywire.
Margo vs the Marquis[]
At first glance, it might seem that the Marquis has this in the bag due to his draining abilities (which can exploit Margo's one-time healing ability), but Margo has some aces brewed up (geddit?) that can balance the match into her favor:
- Heartache Cocktail is effective at countering Blood Burn by making MLM's damage and drain abilities less effective and can also be performed at far range (where it won't be interruptable by Teleport). While only viable at close range, Acid Splash deals a relative amount of damage to the Marquis (i.e. very effective) and the burn damage offsets MLM's drain ability.
- Again, Healing Poition might seem like a bad idea for Margo but in a kill-or-be-killed situation like the Marquis, it's a better solution than just dying. Even if Margo keeps on attacking the Marquis after healing until he switches out due low HP or energy (or to set up Hallucinogenic Incense after healing), her job would have been done.
- Alternatively, Coffin Nails or the Tarot Card can help delay death for Margo if the potion has been used. The chances of Sigil of Heartache being useful are rare if the Marquis isn't a hit-and-runner.
Margo vs Margo[]
They'll both normally trade blows however, the first Margo to use Healing Potion (especially after Nails breaks) can swing towards the user, who'll likely counter with Incense or Acid Splash.
Margo vs Sophie[]
50/50. The kicker is that neither of the two can deal enough damage to make this matchup worthwhile.
- First of all, remember that Sophie's innate disables Healing Potion, so don't "accidentally" use it. Margo's only source of healing would be from the Periapt if the other player's foolish enough to cast Glyph of Fire.
- Heartache Cocktail is effective and cheap, but only affects the rarely used Consume Glyph, so Margo's only source of reliable damage is with Acid Splash.
- Margo can't remove debuffs (but can remove debuff on others), so Sophie only has to worry about her. Shadow Word: Pain is unremovable.
Sadie Trudeau[]
Sadie vs Amaya[]
A lot of Sadie's matchups here will usually favor her if she had finished off another card prior (as her innate becomes active), and Amaya is no exception. Sadie is generally favored for this matchup because of a slight stats advantage (70HP, 0/0/7) (55HP, 3/0/6) but Amaya with Jade Figurine can even this out.
Both fighters can range dance but will normally prefer being at close range, that's assuming if you want Sadie to avoid a Dark Chi Blast:
- Sadie should be aiming to use Demon Claws frequently as it's not only quicker than all of Amaya's attacks, it will normally deal 22 damage (30 if innate boosted). 5-Point Pinch can be useful for stun effects and it can soft-interrupt Shadow Wrath but will deal less damage. It's usually best to alternate.
- Demon Frenzy will not have much effect on Amaya but if you notice that she has allies that are low in Dark defenses, it may easier to pick on those while fighting Amaya. Amaya's Ninja-Port will not prevent Demon Frenzy as its the same speed and dual-ranged.
- Be warned that Amaya can also use the same afore-mentioned tactic to demolish your bench with Shadow Wrath if not stunned by Pinch.
- Healing Salve may be useful for Sadie for this particular matchup due to Amaya being a mono-Dark user, though generally, Coffin Nails isn't too bad of a suggestion if you want Sadie to survive a DCB.
Sadie vs Yoshiro[]
50/50. The kicker is that while both fighters have near-even stats, Sadie still has energy efficiency problems (which Yoshi won't have), and she can only go for so much even with Stoneheel Totem (and she should be using Coffin Nails instead). Sadie usually has better chances when she has recently killed another opponent or switched in on a weakened Yoshi. Thankfully Demon Claws is much faster than Rising Dragon and Open Palm and Yoshi will take full damage if used.
Sadie vs Zina[]
This depends on who's innate is active first. If Zina has killed, then her innate will break even with Sadie's defenses (since Zina's attacks are all Dark for three turns) or if Sadie's innate is active, then Zina will have to make up by using Mistress's Command during the early turns.
- Demon Claws is faster than Tiger Pounce, but will deal slightly less damage to Zina. Demon Frenzy will deal the same amount of damage to Zina plus an extra opponent (and can be performed at far range) but is slower than Tiger Pounce (Same speed as 5-Point Pinch and all of Zina's other moves).
- While the Periapt maybe suited as a counter to Deadly Poison if Zina's equipped with it, Girdle of Iron Will is possible more useful since it prevents the stun effects of MCom, which Sadie can counter with 5PP.
Sadie vs Darla[]
Sadie wins at close, Darla wins at far, but watch out for your items! They can trade blows, but whoever can stay at their range the longest usually wins the match.
Sadie vs Rathbone[]
May favor Sadie if her innate's active but otherwise, Rathbone could seal the edge.
Sadie:
- Coffin Nails (or to a lesser extent, Tarot Card: The High Priestess, if the former isn't available) or Healing Salve can be very good against Rathbone due to being rather damage-heavy (she's fragile, but has higher HP than Rathbone). Girdle is useless since it will not prevent being Dominated, so Sadie's better off with the above suggestions. Sigil of Heartache can be used, but only once you're heading into the endgame would it activate more frequently after Sadie has killed another.
- Having the ability to survive a Heart of Darkness (with Nails) can easily change tides if Sadie used 5-Point Pinch in the same turn.
- Demon Claws is too fast to be dominated and Rathbone will usually take 16 damage (or 21 with her innate, that's nearly 1/3 of his health either way!) before he attacks but it can be healed out of with Soul Siphon. Pinch can be dominated, but it will soft interrupt SS if it hits first, so alternating between the two is a viable strategy. 5-Point Pinch against Rathbone deals 5 damage or 0 damage (absorbed) if Rathbone has Bracers equipped.
Rathbone:
- Rathbone has enough resistances (6/0/4) to survive this matchup without requiring Bracers of Righteousness (not that it wouldn't come in handy), so something else like Hero's Flagon (for switching out) or Ring of Bravery would be more useful but with the advent of Nether Vortex, Stoneheel Totem can prevent Sadie from moving far (she has a terrible energy economy, and she can't move far and use Vortex in the same turn, so it's not as much beneficial that using Bracers).
- With Sadie's innate in mind, Rathbone should be switching out often. Prolonged damage will speed up the time that Sadie triggers her innate, and switching out will slow that down. If Rathbone is forced to stay, then Heart of Darkness will usually kill off Sadie (or break Coffin Nails first).
Sadie vs MR-V1N[]
Depending on Sadie's innate and the active items, both sides have a fair chance:
MR-V1N:
- Indifferent Strikes will very effective against Sadie's physical defenses (i.e. none whatsoever) even though it's soft-interruptable by 5-Point Pinch. Having the Girdle of Iron Will might be useful, but there are ususally better items for MR-V1N, and Sadie can cricumnavigate IndS by using Demon Claws or Nether Vortex, the latter preventing MR-V1N from using the close-only IndS without having a massive setback
- MR-V1N usually has a better chance of winning if he focuses of disabling Sadie with his dark attacks (prefrably at far range). Depressive Mood lowers Sadie's dark defenses and increases MR-V1N's damage output, Energy Sap being highly advantageous due to Sadie's awful energy game, and Forlorn Poetry slows Sadie down.
- Items like Omega Boosters or Z-Phase Converter converter may come in handy for this matchup.
Sadie:
- Ironically for Sadie, focusing on her physcial attacks would be advantageous in this matchup as Demon Frenzy in this matchup will simply be absorbed by MR-V1N in this scenario. Nether Vortex may be useful if Sadie's forced into far range. Overall, having Sadie triggering her innate beforehand would be useful for this matchup, but playing smart without the innate can favor you as well.
- The Periapt can counter Omega Boosters burn, while the ever-reliant Coffin Nails can save Sadie from a Energy Sap before switching.
Sadie vs Sadie[]
They'll usually trade DClaws or 5PP, so something like Healing Salve or Coffin Nails can save their users from the brink of extinction. Switch out if you have to.
Sophie Merovingian[]
Sophie vs Amaya[]
Tossup usually, since they'll range-dance. It also depends on which move Amaya randomly disables (which can break a Circle of Shadows chain).
Amaya:
- Scroll of Inner Focus is recommended since Amaya can then use Shadow Wrath without energy loss and makes Dark Chi Blast slightly more efficient, but Flash Powder or Jade Figurine are ok options if Amaya's going for a more defensive stance (Healing Salve will not work when Sophie's around so fuhgeddaboutit).
- Offensively, Amaya should alternate between Shadow Curse and Shadow Wrath (despite the latter being un-damaging to Sophie whilst being very slow). Alternatively, Amaya can Ninja-port and use DCB (which Scroll serves as a more ulterior item) before switching out (which should weaken Sophie enough for the next person in) since Amaya can simply die from debuffs alone without Consume Glyph used.
Sophie
- Sophie has quite a few ways of killing Amaya, it depends on which of her moves are available. If Sophie's bombarded with some Shadow Curses, it may be safe to use Glyph of Fire and/or Shadow Word: Pain so that Sophie remains on the defensive at far range by chip damaging Amaya. If you're getting desperate, a Consume Glyph after a few turns of GoF should usually kill Amaya, or fatally weaken her.
- Healing Salve or Coffin Nails are generally the items of choice so that Sophie has the chance to one-up Amaya after a deadly DCB.
Sophie vs Anex[]
Largely depends on if Anex gets to use Power Toss at far range (or apply Enchant Blade beforehand) or Sophie consuming a Glyth before spamming Circle of Shadows while staying close by using stacked-up energy or another GoF. Stoneheel Totem might be useful if Sophie doesn't wan't Anex to change range.
Sophie vs Juju[]
Good news: Juju's Healing Touch is useless during this matchup. Bad news: Juju has a 1 in 5 chance of removing Glyph of Fire. It can go either way:
- Shadow Word: Pain cannot be removed by Juju with his innate. Although it can only be used at far range, it's useful in that if both GoF and SWP are active and GoF is removed, SWP will still deal damage, leaving Sophie enough time to switch out or save up to reapply GoF.
- Sophie with unbroken Coffin Nails can prevent Juju from using Touch of Doom until Nails has broken (with Nails, ToD will simply be deflected onto an ally, saving its user).
Sophie vs Ambrosia[]
Sophie can be favored if Girdle is used, though it's heavily unfavorable since two of her main attacks are void. Ambrosia can win if she's using General's Insignia or Ring of Curses. Ring of Curses will proc only if the character equipped with this takes direct/instant damage. Only Sophie's Consume Glyph qualifies since it's the only attack she has that makes contact. There's a problem with this: Ambrosia is immune to burn, so Glyph of Fire won't affect her.
- Ambrosia's innate makes Glyph of Fire's damage neglectable and has no effect. Consume Glyph won't ever be activated against Ambrosia. The same goes for Sophie with Vamp Kiss healing buff.
- Sophie with Girdle will void Spiked Boots stun ability which Ambrosia will be planning to regularly use.
- Shadow Word: Pain will ignore Ambrosia's defenses if it procs.
- With GoF and CsG compromised, CoS and SWP are the main damagers here. Circle of Shadows can be used to suicidally attack Ambrosia forever until she changes range or switches out and it won't proc the Ring of Curse. The downside to this attack is that it can be stunned by the more damaging Spiked Boots, but Girdle negates that.
- Alternatively, Shadow Word: Pain can be used once Ambrosia's HP is down to 42 or less, giving Sophie a good time to switch out once cast.
Sophie vs Bestor[]
At times Sophie has the upper hand as Bestor can't heal from Glyph of Fire and Engulfing Flames and can still chip damage Bestor with SWP. On the other hand, Bestor can interrupt most of Sophie's moves with Pyroclasm (if she's not using the Girdle) and his FSF is much more instant than Consume Glyph. Sophie should be using the Periapt or Coffin Nails to counter Elemental Prism or Bracers of Righteousness respectively.
Sophie vs Wei-Shan[]
Most of the time Wei-Shan can deal enough direct damage to Sophie before she can, so it's only a matter of when. At far range (which is a better option), Wei-Shan has around 4 turns to defeat Sophie with Dashing Strike if it doesn't proc and Wei-Shan doesn't rest. At close range, Wei-Shan needs a minimum 5 turns to defeat Sophie with Crippling Palm (whilst making Consume Glyph useless) and it's faster than Circle of Shadows. While Sophie can put pressure with Wei-Shan with Debuffs and CoS, GoF can't stack and she just can't deal enough damage with simply debuffs if low on energy, so switching out is usually better.
Note that Wei-Shan's health gain from his innate is disabled when Sophie's active, but his debuff removal (and healing wind) isn't (and Shadow Word: Pain is unremovable).
Sophie vs B9[]
B9 wins at far if BLB is used twice, and with either Pincer and/or Electrifying Grab by 3 turns at close range (it's also more effective if either of them proc). Again, similar to Wei-Shan, Sophie only has Consume Glyph and Circle of Shadows as reliable damage, but she may not deal enough damage if low on energy.
Sophie vs Sophie[]
Nothing special here with the last one. Just item-dependent because they'll trade very well. Periapt and Nails are usually good. Periapt can't heal opposing player's Glyph of Fire's burn debuff because of Sophie's innate, but takes no burn damage. However, players should watch out for the Consume Glyph attack if their characters have Glyph of Fire's burn debuff on them.