Yagyuu Munenori is primarily an Arts damage dealer, though he leans on the more defensive side of the spectrum - in fact, his ability to switch between offense and defense is his most defining trait. Possessing the appropriate Attack stat as well as all required competencies for such a role - a powerful Arts buff, high-percentage NP gain buff, as well as an Evasion as well as Attack downs - he is an extremely solid Servant overall.
Munenori does have two notable weaknesses, however. The first is that his skills’ effects only last for 1 turn, meaning that he will be somewhat vanilla when they are not up. Fortunately for him, his relatively low cooldowns mean that he is not as impaired by this weakness compared to, say, Li Shuwen. The second weakness is that all of his skills contain defensive and offensive properties, which means that he would often have to choose between one or the other except in select turns.
Pros
Powerful buffs.
Great NP gain thanks to Arts buff and NP gain buff, as well as Arts criticals.
Highly survivable.
Attack down benefits teammates as well, making defense stacking strategies easier to pull off.
Cons
All his skills’ effects have a 1 turn duration.
Often has to choose between offense or defense.
Needs high skill levels to make the most of his kit.
Strategies & Tips
Munenori is best used as a damage dealer, preferably accompanied by two Arts-oriented support Servants. His first skill should be used to facilitate his NP brave chains (preferable containing at least one normal Arts card), while the second skill would most often be used defensively, and the third skill can be used depending on the situation. Due to his great NP gain rate, it is possible for him to perform two NPs within the space of three turns, making defense-stacking tactics that much easier to pull off.
Noble Phantasm
Kenjutsu Musou ・ Kenzen Ichinyo is an Arts-type damage-dealing single-target Noble Phantasm, which reduces the target’s attack for three turns. If a comparison had to be made, this NP is somewhat similar in concept to Gilgamesh(Caster)’s Melammu Digir, where while the damage is highly appreciated, the secondary effect is also an integral part of the team’s defensive functions. Due to his NP gain, it is possible to stack two of this NP, which, when combined with his third skill’s attack down, allows him to greatly reduce an opponent’s Noble Phantasm damage, all on his own.
Tamamo enhances both Munenori’s damage and NP gain, as well as providing heals, which goes in hand with his attack debuffs to increase the team’s survivability. Additionally, Tamamo’s cooldown reduction also greatly alleviates Munenori’s main weakness, thereby increasing his overall performance.
As with all Servants possessing attack downs or defense ups, Mash is a natural fit for Munenori. This pairing is notable for being able to reach 100% defense up through Munenori’s 3rd skill combined with Mash’s first skill and NP - the first one can be substituted by stacking two of Munenori’s NP’s attack debuffs. This makes their defensive rotation highly reliable and easy to time.
Gilgamesh’s party-wide attack buff enhances Munenori’s NP gain. He further adds to this (albeit indirectly) through his critical gain buff, which allows the team to perform a lot more criticals more reliably. Gilgamesh’s defense buff also helps the team in stacking defense buffs - notably, the pairing can reach 100% defense buff with two Munenori NPs, his third skill, and Gilgamesh’s NP.
As Munenori already possesses an Arts buff, this type of CE is the best choice to maximize his NP’s damage output. Best used in compositions where his NP’s attack debuff is not as crucial to the team.
Focuses on his Arts cards’ NP gain, while still benefiting his NP damage. Best used in compositions with more limited Arts buffs, or those where his attack debuff is rather important.
Allows Munenori to have high critical weight at all times, greatly increasing his criticals’ reliability, especially on non-Arts cards. This CE should be used in Arts-oriented critical teams (typically featuring multiple Piece of the Year 2030s), trading some of the team’s stability for increased burst and overall damage.
When equipped to Yagyuu Munenori only, increase Arts Card effectiveness by 10% & NP Gain by 10% for all allies while on the field
Stats
Lvl
HP
ATK
Base
1,781
1,666
40
6,392
5,774
50
7,580
6,832
60
8,759
7,882
70
9,947
8,940
80
11,135
9,999
90
12,313
11,048
100
13,501
12,107
Hidden Stats
NP Charge (ATK)
0.81%
NP Charge (DEF)
3%
C. Star Gain Rate
100
C.Star Drop Rate
10.3%
Death Resist
35%
Alignment
Lawful, Netural
Attribute
Man
Traits
Servant, Humanoid, Weak to Enuma Elish
Noble Phantasm
Kenjutsu Musou・Kenzen Ichinyo A
Deal damage to a single enemy [Overcharge] Decrease DEF for a single enemy
Rank
A
Classification
Anti-Personnel
Type
Arts
Hit-Count
4
Lvl
Damage +
Charge
DEF -
1
900%
100%
20%
2
1200 %
200%
30%
3
1350%
300%
40%
4
1425%
400%
50%
5
1500%
500%
60%
Skills
Upgrade Priority
Priority: 1 > 3 > 2
Shinkage-Ryuu A++
Increases Munenori’s Arts performance and Arts critical weight, as well as increasing his debuff resistance by 100% - all of which last for one turn. Due to the importance of the first two effects, this skill will be mostly used for offense, meaning that the debuff resistance buff should be seen as some sort of bonus instead. Being his primary offensive skill, this skill should be leveled first.
Suigetsu B
Applies Evasion on himself as well as increasing his attack, both of which last for one turn. Primarily a defensive skill, this skill would most likely be leveled for the cooldown, and even then, due to the possibility of defense stacking strategies, this skill is not as crucial.
Mutou Dori A
Applies an attack debuff to a target opponent, as well as increasing Munenori’s own NP gain - both effects last for one turn. This skill can be used to great effect for both offense and defense due to its high percentages - the latter is especially valuable for defense buff-oriented teams. Due to its nature, it is desirable to lessen this skill’s cooldown as much as possible.
Shinkage-Ryuu A++
Available from the start Increase your Arts Card effectiveness (1 turn) & Arts Card C. Star Drop Rate (1 turn), and increase your Debuff Resist by 100% (1 turn)
Lvl
Arts +
Arts C. Star Drop +
Cooldown
1
30%
300%
7
2
32%
320%
3
34%
340%
4
36%
360%
5
38%
380%
6
40%
400%
6
7
42%
420%
8
44%
440%
9
46%
460%
10
50%
500%
5
Suigetsu B
Unlocks after 1st Ascension Apply Evade for yourself (1 turn) Increase your ATK (1 turn)
Lvl
Attack +
Cooldown
1
10%
8
2
11%
3
12%
4
13%
5
14%
6
15%
7
7
16%
8
17%
9
18%
10
20%
6
Mutou-Dori (No Sword) A
Unlocks after 3rd Ascension Decrease ATK for a single enemy (1 turn) Increase your NP Gain (1 turn)
Lvl
ATK -
NP Gain +
Cooldown
1
30%
30%
7
2
32%
32%
3
34%
34%
4
36%
36%
5
38%
30%
6
40%
40%
6
7
42%
42%
8
44%
44%
9
46%
46%
10
50%
50%
5
Class Skills
Magic Resistance C Increase your Debuff Resist by 15%.
Riding Skill B Increase your Quick Card effectiveness by 8%
Command Cards
Card
Quick
Arts
Buster
Extra
Hit-Count
4
2
1
4
Munenori’s QAABB allows him to have a balance between NP gain and damage. As his absorption only affects Arts stars, he would have preferred a QAAAB deck - though being a Saber, this kind of deck is highly unlikely. A QQAAB deck is also an interesting prospect, but his current deck means that Munenori is possibly able to perform high-damaging Brave chains under the right situations, even without his NP.