[JP] The Silver Archers have a reputation for being very good, and Tawara is no exception. Tawara specializes in survival, and does it remarkably well due to using a hit-based dodge, which is one of the most effective survival skills ingame so far. The only difference between him and his other dodge-compatriots, is that Tawara does more for the team due to having a party heal that can be used constantly in rotation.
Pros
Best survivalist among the Archers of all rarity
Has good splash due to having a timing-flexible party heal and 2 Arts
Buster chains with his NP and Buster buff boosts his offensive power decently
Cons
Weak NP damage despite having a buff
Below-average NP gain
Strategies & Tips
Tawara is used as a party member who can take hits on his own, and clear waves with AoE damage. However, unlike other Servants who also survive through hit-based dodging, Tawara presents utility to the team in being able fit better with compositions, as he can create Arts chains better than the others, and can heal the team with his 3rd skill. His only problems are his weak NP gain and NP damage, so it is best to put him in teams that boost offense, but also needs healing.
Noble Phantasm
Tawara’s NP damage is his weakest point, despite having a buster buff on his 1st skill. It deals weak NP damage at NP5 and with his buff, and gives him a 50-100% Anti-Fiendish buff. It’s a rather flimsy NP, but it is good to note that his NP allows him to form Buster chains, which lets him deal good damage overall due to his buff. Against Fiendish, his NP damage climbs decently, but his Buster chain damage is what truly benefits the most from it.
Hans is able to act as an all-around support for the team, and is able to buff Tawara’s attack, which would multiply with his Buster buff. Hans can also stack his healing with Tawara, which would go for a total of 5000HP per 5 turns.
Caesar is able to support Tawara’s NP damage through his atk up and np damage buff, and is also able to produce stars for him. He also has a crit damage buff, which Tawara can make use of without worrying over its demerits. Tawara is also able to heal Caesar’s HP, which can let him survive for longer periods of time.
Teach is able to survive decently himself, and is also able to support Tawara’s NP damage through his 1st skill. The two would also be able to perform Buster chains and Arts chains together, as well as heal each other when the other needs it.
David has great attack but suffers from low HP. Tawara would be able to support David by aiding his survival, and David would be able to cover for Tawara in case that his dodge is down.
Tawara would benefit from Marie’s offensive buffs to increase his overall damage, and they would be able to perform Arts chains together for NP gain. Marie also survives as well as Tawara, and he would be able to heal her in case her invulnerability skill is down.
Tawara is able to heal Penthesilea, while she is able to provide party buffs to boost his damage alongside hers. Although, one must still need another support for the Berserker.
Bond CE This bond CE heals the party by 500 per turn so long as Tawara is on the field. This is a very useful bond CE, as it would stack with his 3rd skill, totaling to 4500HP heals to the party every 5 turns. Considering the fact that Tawara can also stay a long time on the field, this lets him support the party without being too much of a burden.
A great skill to boost his overall damage. It scales for a standard 30% at max, and heals for 2000HP at the same level. While having both defensive and offensive effects in one skill isn’t optimal, the Buster up lasts for 3 turns, which gives it some flexibility as it doesn’t immediately sacrifice Buster up when one only needs the heal.
Protection from Arrows C / Cooldown: 9-7
Apply Evade (2 hits) Increase Def (3 turns)
Tawara’s core survival skill. A hit-based dodge is one of the best survival functions a Servant could have ingame due to its abusable cooldowns, and Tawara does well in overall survival with this on his kit, despite only lasting for 2 hits. The def up is minimal at 14% max, but does decently in giving him extra hits in case he gets focus-fired.
Inexhaustible Sack EX / Cooldown: 7-5
Increase max HP of all allies (3 turns)
An extremely useful skill. Increasing the max HP of allies is equivalent to a heal that can be used before receiving damage, which makes it less reliant on timing or responding to enemy damage. This makes the heal rather constant, and lets Tawara heal 2000 for every 5 turns he’s on the field(which can be a long time).
Protection from Divine Dragon C
Available from the start Increases own Buster card performance for 3 turns. Heal self
Lvl
Buster +
Heal +
Cooldown
1
20%
1000
8
2
21%
1100
8
3
22%
1200
8
4
23%
1300
8
5
24%
1400
8
6
25%
1500
7
7
26%
1600
7
8
27%
1700
7
9
28%
1800
7
10
30%
2000
6
Protection from Arrows C
Unlocks after 1st Ascension Grants self evasion for 2 hits. Increases own defense for 3 turns.
Lvl
Defense +
Cooldown
1
7%
7
2
7.7%
7
3
8.4%
7
4
9.1%
7
5
9.8%
7
6
10.5%
6
7
11.2%
6
8
11.9%
6
9
12.6%
6
10
14%
5
Bale of Inexhaustibility EX
Unlocks after 3rd Ascension Increases party's max HP for 3 turns.
Lvl
Max HP +
Cooldown
1
1000
7
2
1100
7
3
1200
7
4
1300
7
5
1400
7
6
1500
6
7
1600
6
8
1700
6
9
1800
6
10
2000
5
Class Skills
Magic Resistance C Increases own resistance to debuffs by 15%.
Independent Action B Increases own critical attack damage by 8%.
Command Cards
Card
Quick
Arts
Buster
Extra
Hit-Count
2
3
1
5
A QAABB deck enables Tawara to form Buster chains with his NP, which at least boosts his overall offense, even with having low NP damage. 2 Arts gives Tawara more splash and increased chances of Arts chains, which can counter his low base gain.