[JP] Mashu is perhaps one of the best supports units ingame, when taking into consideration what she’s capable of and how little it costs to achieve her full potential. It’s hard to imagine Mashu falling off from relevance, as she excels the best in a role that has great use in most fights, if not all.
[NA] Mashu isn’t quite at full potential yet in NA, but her quality is somewhat there. She isn’t as reliable or as sturdy as she is in the JP server, but most of her functions are already implemented ingame and is fully usable, even without her final ascension.
Pros
Being able to take neutral against everything makes her quite sturdy
Is able to buff defense very well
NP also grants a very good ATK buff
3rd skill allows her to use her NP back-to-back
A taunt and a an invulnerability skill that allows her to target others shield her allies even further
Her cost in battle and in skill leveling is very little
Cons
Full potential is locked with story’s progression (NA)
Her star absorption can sometimes get in the way as she might steal stars from the damage dealer
Strategies & Tips
Mashu is all about defense. Her entire kit is dedicated to giving your team as much defense as possible, and she does this splendidly. There are a few notable reasons as to why Mashu is such an effective defender, and these would be:
She deals and takes neutral damage to everyone As a support this is very useful--- it means that she’s applicable to almost any fight, regardless of the enemy’s class, including Berserkers. With her DEF ups in consideration, she would be very sturdy against enemies, enabling her to stay around for a long amount of time.
Her DEF ups can stack up to amazing amounts Mashu is able to semi-spam her NP with her 3rd skill, which improves her NP gain by a ridiculous amount for a turn. With just one NP and her 1st skill she’s able to stack her DEF ups to at least 50%, and with two of her NPs she would be able to give 80% DEF up. Considering this, it’s not that hard to block an AoE NP completely, as long as one has another member to fill in the extra 20% needed for a full 100% DEF up.
Her battle cost is 0 and her skill costs are on par with 3's The fact that Mashu costs so little to invest in makes her such an effective support unit in terms of cost efficiency. She’s able to give out a lot in return for very little, and the role she excels in is useful at almost any point in the game, too.
Hans is able to fill in more DEF up and ATK up to further aid Mashu’s own buffs, and his heals would also patch up the damage taken by your team. His triple Arts deck would also give more access to Arts chains, allowing Mashu to charge faster.
[JP] Tamamo is able to provide an Arts buff to multiply with Mashu’s ATK up to boost an Arts damage dealer’s output further. She’s also able to reduce cooldowns and charge her allies’ NP gauges through her NP, allowing Mashu’s buffs to come at a more frequent rate. She also possesses a triple Arts deck that would also give more access to Arts chains, allowing Mashu to charge faster.
[JP] Merlin is able to provide a Buster buff to multiply with Mashu’s ATK up to boost a Buster damager’s output further. Merlin is also able to passively charge his allies’ NP gauges and provide a 1 turn invul for the team, which can allow Mashu to focus on sustaining the team all throughout instead of countering enemy NPs.
The idea here is to support Mashu’s ability to use her NP as much as possible. Since her NP is what provides the most DEF up, having it up constantly would benefit your team’s survival. As such, CEs that boost her NP gain or Arts cards would be the best.
Along the same idea as NP gain up CEs, Mashu would also have easier access to her NP with CEs that provide charge her NP gauge per turn.
Stats
Lvl
HP
ATK
Base
1,854
1,261
Lv30
5,402
3,583
Lv40
6,627
4,385
Lv50
7,852
5,187
Lv60
9,077
5,989
Lv70
11,516
7,815
Lv80
12,877
8,730
Hidden Stats
NP Charge (ATK)
0.84%
NP Charge (DEF)
3%
Star Weight
99
Star Rate
9.9%
Death Resist
24.5%
Alignment
Lawful, Good
Attribute
Earth
Traits
Female, Servant, Humanoid, Weak to Enuma Elish, Riding, Sky or Earth Servant, Demi-Servant
Noble Phantasm
Mashu’s NP grants a 30% increase in DEF to all allies and reduces all incoming damage by 100. It also provides a 30% ATK up to all allies except herself. It’s pretty straightforward as a supportive NP, and the fact that it’s Arts means that it can also be used for Arts chains or as the first card in a Brave chain to recharge her gauge. The ATK up doesn’t apply to Mashu, but it’s very valuable in supporting your damager with it’s great scaling.
Lord Chaldeas
Reduces damage taken by all party members (3 turns). [Overcharge] Increase party's defense (3turns).
Rank
D
Classification
Anti-Personnel
Type
Arts
Hit-Count
-
Lvl
Damage Taken -
Charge
Defense +
1
100
100%
30%
2
550
200%
35%
3
775
300%
40%
4
888
400%
45%
5
1000
500%
50%
Lord Camelot
Unlocked after Chapter 17 (4/5).
Reduces damage taken by all party members (3 turns). Increase party's attack damage by 30% except self for 3 turns. [Overcharge] Increase party's defense (3turns).
Rank
B+++
Classification
Anti-Evil
Type
Arts
Hit-Count
-
Lvl
Damage Taken -
Charge
Defense +
1
100
100%
30%
2
550
200%
35%
3
775
300%
40%
4
888
400%
45%
5
1000
500%
50%
Skills
Upgrade Priority
Transient Wall of Snowflakes / Cooldown: 7-5 Increase DEF of all allies (3 turns) Reduce incoming damage (1 turn)
A great skill that has a good and short downtime. This skill can be stacked with Mashu’s NP to improve your defense further, or be used during times her NP isn’t available yet. The damage reduction is also nice to minimize damage at least for 1 hit, and it can also be used to further cut down damage in case one’s DEF ups haven’t stacked up to 100% yet.
As a targetable skill, this skill gains a lot of merits in how it’s used. A 20% charge to an ally is a useful feature overall, and the added invul can help in a pinch. The only downside to this would be it’s long cooldown, which means that one may have to use it carefully at times.
Shield of Rousing Resolution / Cooldown: 8-6 Apply Taunt to self (1 turn) Increase NP Gain (1 turn)
While the taunt is useful, the real point of this skill is the increase in NP gain. At level 10 it grants Mashu a 400% increase in NP gain, which lets her charge her NP almost immediately upon use. Using the skill on a NPAA brave chain would allow Mashu to fully charge her NP (sometimes going beyond 100%). The taunt is also useful against enemy ST NPs, as she can block it with her invul skill as well.
Skill Priority: 3/1/2
Transient Wall of Snowflakes
Available from the start. Increases party's defense for 3 turns.
Lvl
Defense +
Cooldown
1
10%
7
2
10.5%
7
3
11%
7
4
11.5%
7
5
12%
7
6
12.5%
6
7
13%
6
8
13.5%
6
9
14%
6
10
15%
5
Exalted Impervious Wall of Snowflakes
Clear King of Kings Ozymandias stage 1/3 in Camelot. Increases party's defense for 3 turns. Reduce damage taken by 2000 (1 hit).
Lvl
Defense +
Cooldown
1
15%
7
2
15.5%
7
3
16%
7
4
16.5%
7
5
17%
7
6
17.5%
6
7
18%
6
8
18.5%
6
9
19%
6
10
20%
5
Obscurant Wall of Chalk
Available from the start. Grants one ally invincibility for 1 turn. Charges their NP gauge.
Lvl
NP +
Cooldown
1
10%
9
2
11%
9
3
12%
9
4
13%
9
5
14%
9
6
15%
8
7
16%
8
8
17%
8
9
18%
8
10
20%
7
Shield of Rousing Resolution
Unlocks after 2nd Ascension Draws attention of all enemies to self for 1 turn. Increases own NP generation rate for 1 turn.
Lvl
NP Rate +
Cooldown
1
200%
8
2
220%
8
3
240%
8
4
260%
8
5
280%
8
6
300%
7
7
320%
7
8
340%
7
9
360%
7
10
400%
6
Class Skills
Magic Resistance A Increases own resistance to debuffs by 20%.
Riding C Increases own Quick card performance by 6%.
Command Cards
Card
Quick
Arts
Buster
Extra
Hit-Count
2
2
1
3
Mashu comes with a QAABB deck, which allows her to charge her NP well enough and deal some decent damage on the side to help your team’s DPT. Her hitcounts aren’t anything amazing, but her base gain is enough to allow her to gain NP well enough.