[JP] Casters are notorious for having low damage compared to other classes, and Cu is no exception. However, Cu is unique in that he holds a specific niche for his class, and that is being the most survivable Caster ingame. Cu exchanges offense for unmatched survivability, which gives him some good value.
[NA] Cu doesn’t particularly rely on an upgrade to perform well, so even in the NA server he’s already reliable enough to live long.
Pros
Most survivable Caster ingame
Triple Arts deck makes him more splashable in teams when compared to his Lancer counterparts
Rare 5 turn CD NP charge skill (JP)
Can counter against debuffs
Can stack Burn damage to a decent extent
Cons
Low damage due to lack of offensive buffs and Caster multiplier.
NP secondary effects are leave more to be desired.
Being story-locked makes him a little harder to NP5 compared to others.
Strategies & Tips
Caster Cu is a survivalist, which means he’s meant to deal damage as he survives. Unfortunately, he deals very little, but due to his 3Arts he’s at least easier to deploy in a team compared to his Lancer counterparts. He can be put in any team and he’ll survive and charge NP by himself, making him a good option if one wants to reduce the load from sustaining your team to sustaining only two units. Cu does well against facing Assassin enemies who keep on dealing crits and debuffing, and he’s also a good Caster to face against Berserkers as he can tank considerably against them.
Noble Phantasm
Wicker Man deals abysmally low damage, partly because of his class’s multiplier but largely due to his lack of any offensive buff on his kit. It’s secondary effects are also rather small, inflicting a 3-turn DEF down on all enemies, and a 10-turn Burn status that deals 300-1500 damage per turn.
The DEF down is rather small, making it irrelevant for the most part. However, since Cu can decently spam his NP due to his deck and his 1st skill, one can at least count on him to stack the Burn from his NP decently well.
Shakespeare is able to buff Cu’s Busters, which would increase his damage when he uses his NP. Shakespeare also gets a skill upgrade that lets him charge an ally’s NP gauge, which would aid Cu’s consistency in using his NP.
[JP] Tawara is a survivalist Archer, which lets him stand together with Cu in taking hits and dealing damage over time. He also has 2 Arts, which would let them do Arts chains to charge their NPs better, and he also has 2 Busters, which can increase the overall damage they both do.
[JP] Merlin is able to buff Cu’s damage through an attack up and Buster up, and also provides more survival. He is also able to passively charge his NP, which lets Cu have incredibly increased access to his NP, with also a great increase in damage.
Due to having a NP charge skill with a short CD, Cu would be able to use his NP consistently with a CE like this. Assuming he has Prisma Cosmos on, Cu would be able to get 70% NP gauge every 5 turns by just sitting there.
Due to having low crit weight as a Caster, the crit damage up is negligible at best. However, the debuff resistance is rather useful, as it gives 50% resistance, giving Cu good DEFense against debuffs. The best part of the skill is the NP charge, as NP charge skills with 5 turn CD is particularly rare. The short CD means you can keep Cu constantly DEFending against debuffs, while also giving him consistency in his NP usage.
Protection from Arrows A / Cooldown: 7-5 Apply Evade (3 times) Increase DEF (3 turns)
A hit-based dodge is one of the best survival skills in the game due to it being able to give instant immunity to most attacks while also having potential to be looped because of its short CD. And in the case he gets focus-fired within 3 turns, the DEF up can let him take hits until he recharges the skill. Paired with his first skill, this lets Cu constantly keep himself untouched by both hits and debuffs, while also firing off his NP when needed.
Disengage C / Cooldown: 7-5 Remove Debuffs Restore HP
This skill is mostly an insurance skill, incase Cu gets debuffed or damage. The HP heal is meager at a max of 1500HP, but as Cu rarely needs heals it’s not as much of a problem.
Skill Priority: 2/1/3
Rune Magic A
Available from the start Increase your Critical Strength (3 turns) & Debuff Resist (3 turns)
Lvl
Crit Damage +
Debuff Res +
Cooldown
1
20%
20%
7
2
23%
23%
3
26%
26%
4
29%
29%
5
32%
32%
6
35%
35%
6
7
38%
38%
8
41%
41%
9
44%
44%
10
50%
50%
5
Primeval Rune
Available after the Strengthening Quest replacing Rune Magic A
Increase your C. Strength (3 turns) & Debuff Resist (3 turns) & NP Gauge
Lvl
Crit Damage +
Debuff Res +
NP Charge +
Cooldown
1
20%
20%
20%
7
2
23%
23%
21%
3
26%
26%
22%
4
29%
29%
23%
5
32%
32%
24%
6
35%
35%
25%
6
7
38%
38%
26%
8
41%
41%
27%
9
44%
44%
28%
10
50%
50%
30%
5
Protection from Arrows A
Unlocks after 1st Ascension Apply Evade for yourself (3 times) Increase your DEF (3 turns)
Lvl
DEF +
Cooldown
1
9%
7
2
9.9%
3
10.8%
4
11.7%
5
12.6%
6
13.5%
6
7
14.4%
8
15.3%
9
16.2%
10
18%
5
Disengage C
Unlocks after 3rd Ascension Remove Debuffs for yourself Restore your HP
Lvl
Heal +
Cooldown
1
500
7
2
600
3
700
4
800
5
900
6
1000
6
7
1100
8
1200
9
1300
10
1500
5
Class Skills
Territory Creation B Increase your Arts Card effectiveness by 8%
Divinity B Apply Damage Plus for yourself 175
Command Cards
Card
Quick
Arts
Buster
Extra
Hit-Count
2
1
1
3
With his NP charge skill in mind, a QAAAB deck gives Cu the power to constantly use his NP, and lets him increase Arts chains with allies, making him not too much of a burden as a 3rd member in a party.
It is a great guide; however, it have a slight error that I would like to point out. The data for Cu Chulainn (Caster)'s Noble Phantasm shows the data for Gae Bolg, which is the incorrect NP for this version. It is suppose show the data for the NP, Wicker Man. I would be grateful if this is fixed.