Should You Pull? (TLDR)

6 has insane access to various types of buffs/debuffs, making him a very unique character who can adapt to many situations (and a staple for Raids in the future) and one you should pull for. He is one of the rare characters capable of increasing the team’s incantation star too for example. However, he does require a bit of investment. With the event rolling around at the same time, you should not have any real issues.

Review

Combat Role: Debuffer / Buffer

6 is another character utilizing [Eureka] but functions as a much more support-oriented buff/debuff version of 37 and is considerably more RNG-based, at least until you reach his Insight 3. At first glance, you might feel that his attack has low damage and multipliers, but when you delve into his kit, you’ll see that the number of debuffs/buffs he can provide will be very helpful.

His main mechanic revolves around [Collection of Debuffs] and [Collection of Buffs]. [Collection of Debuffs] can include Crit DEF -30%, Reality DEF -20%, Mental DEF -20%, [Blind], [Disorient], [Laceration I]. It should be noted that it prioritizes debuffs that the target doesn't already have. He also of course has [Collection of Buffs], offering Penetration Rate +20%, Incantation Might +15%, Mental DEF +15%, Reality DEF +15%, [Cure I], [Reflect I]. It should be noted that it prioritizes buffs the carrier doesn't already have. His skills on their own will provide 2 at random, which is a fairly large RNG factor on what you’ll actually get even with the fact they will try not to apply the same effect, however, this issue is largely fixed and negated once you get his Insight 3, “Advocator of Knowledge'' that will make it so that when you use his Ultimate, “Eternal Revelation”, he’ll randomly inflict 2 effects from the [Collection of Debuffs] on all enemies for 2 rounds, and he’ll grant 1 effect from the [Collection of Buffs] to all allies for 2 rounds. With this additional application of the effects from the collections, it helps significantly avoid activating the same ability and it should be much easier to predict what effect you’ll likely be using/granting from his ability.

Now, delving into his actual kit and his role within a team, let's explore his first skill, “Duty.” It is a mass attack that deals Mental Damage to 2 enemies, inflicting 2 effects from [Collection of Debuffs]. If he has 4 or fewer [Eureka] stacks, the duration of these effects can be increased. This ability proves extremely useful, allowing you to apply a plethora of debuffs on enemies. With the previously mentioned Insight 3, you are likely to successfully apply most of his debuffs, ensuring nothing becomes redundant. Many effects from the [Collection of Debuffs] provide a strong damage boost to your team by lowering the opponent’s DEF in various ways. Additionally, there are utility-based debuffs that can reduce the damage your team takes or even apply Genesis DMG.

Moving on to his second skill, “Duty,” it is a single-target buff that purifies a specific amount (depending on the star level of your incantation) of random [Stats Down], [Neg Status], or [Control] statuses. More importantly, it applies 2 effects from the [Collection of Buffs] for 2 rounds. If Eureka has 5 or more stacks, these stacks will be consumed, and he’ll apply [Incantation Empowerment I], providing a random incantation with an additional star at the beginning of each round. As mentioned multiple times, Insight 3 significantly benefits this ability. Focusing more on the skill itself, he offers a wide variety, much like his debuffs. There are buffs that increase specific types of DMG, provide healing, and even a counter. However, this skill is much more limiting pre-insight 3, as it doesn’t provide buffs to allies.

His ultimate is a single-target attack that, if [Eureka] reaches 6 or more stacks, allows him to consume 6 stacks. This consumption increases the damage of his Ultimate by 75%, depending on how many debuffs are on the enemies (stacks up to 4 times). This ultimate is also the way to activate his Insight 3 passive, making it a crucial move in his kit. It inherently makes him a bit AP greedy due to his desire to use his ultimate frequently.

Lastly, after reading about [Eureka] throughout the review, you may be wondering how to gain it. The answer lies in his Insight I. If any of his allies are affected by 4 or more buffs, he gains 1 stack of [Eureka]. It's as simple as that, allowing you to passively accumulate it.

6 has the ability to provide various debuffs and buffs. He is a unit that requires investment and can be AP greedy due to his reliance on the Insight 3 passive, which, in turn, depends on the frequent use of his Ultimate. Despite this, his capacity to enhance team damage and survivability makes him a great unit to have in your team at Insight 3.

Pros & Cons
Pros

  • 6’s access to an insane amount of debuffs and buffs makes him a very unique character who can consistently improve team damage and survivability in all situations.
  • Once you understand his gameplay and reach Insight 3, he is really not hard to use, as the effects will naturally come along as you use his skills, and [Eureka] can easily be gained by having allies that can also grant buffs.
  • He is one of the rare characters that can increase the team’s incantation star. This is extremely useful, as if you’re lucky, it can save you on tuning costs.
Cons

  • While he is easy to use at Insight 3, you might find yourself struggling a bit when learning and using him before that. The RNG factor is much larger before you maximize his Insight, and with his low damage output, it might be challenging to fit him into a team, especially when his buffs don’t even support others yet.
  • He is quite AP greedy due to the need to use his Ultimate frequently.

Portrays

Thankfully, unlike his fellow 1.4 patch 6-star (37), 6's portrayals aren’t needed as much. His most notable portrayal will be his P2, which increases the amount of Eureka gained by +1. But the other portrayals are more of what you would expect, which is just percentage increases. However, P3 does let you purify more random [Stats Down], [Neg Status], or [Control] statuses, but it’s hardly that important in the grand scheme of things and might just be overkill for a lot of instances.

Damage output

While 6 is primary a debuffer/buffer, his damage output is actually quite scary and he can compete with pure damage dealers. Here's how he fares in 1-target and 3-targets scenarios (just keep in mind, those are simulations and they always use a lot of assumptions - in-game the combat and its randomness changes things):

1-target
1-target DPS Sims
3-target
3-target DPS Sims

You can find the source of those charts here and big thanks to irisvoya for giving us permission to share them here.

Great Synergies

6 is incredibly easy to fit into teams once he is fully maxed out, as he supports essentially everybody. His buffs/debuffs are a very large amount and quite flexible. However, it should be mentioned that he is one of the best supports for an upcoming Carry named Jiu Niangzi. More information can be found in the team section below.

Psychubes

Here are the best Psychubes you can use on 6:

Teams

JIU NATIONAL [RAID + STANDARD]
TEAM EXPLANATION
  • Jiu Niangzi is the undisputed Queen of DPM, dealing significantly more damage than literally every other Carry in the game. Though she provides only damage, given the current scaling of content, she breezes through basically any challenge, and has been seen hitting SSS rank on Raids in a team composed of just her and 37. Much of her damage is dependent on her ability to generate [Liquor], for which she needs allies that can apply continuous/various buffs.
  • 37 is ran for the unique buffs on her Ultimate, granting extra [Liquor] and because Jiu Niangzi has a case of ‘Limited Character Privilege’, as the attacks she performs after finishing her “Baijiu Ladle” channel count as several Extra Actions that can quickly charge 37’s [Supplementary Formula] attack. This creates a potent synergy between the two that significantly benefits 37.
  • With his release, 6 has become a staple (almost must) pick in Raids. His sheer number of buffs, debuffs and decent single-target damage together with his access to giving his Carry [Incantation Empowerment I] to upgrade their cards allows 6 to occupy a spot for just about every Raid team. In this team specifically, his Insights and “Duties and Obligations” cards allow him to apply several unique buffs that feed Jiu her [Liquor].
  • In non-raid settings, 37 is typically left to the wayside in favor of 6, who can more consistently charge Jiu’s [Liquor].
  • Tooth Fairy here is the standard healer option. Jiu Niangzi has some synergy with Crit-oriented supports, and given just how much damage she does, Tooth Fairy’s highly consistent crit debuffs serve as a great way to enhance her damage output even further.

Video guide

Coming soon!