A Look At Muichiro Tokito
Introduction
As anticipation rises for the rerun of the Demon Slayer Collab, I figured that it may be useful to take a closer look at certain characters behind all the hype so that players can make better informed decisions when the time comes. Today, we take a look at Muichiro Tokito, probably the most hyped card since Kurotobi. Why is there so much hype? Sometimes I just hear that so-and-so is super good and overpowered and amazing and wonderful and nothing about the actual card, so this article is dedicated to fully informing you of the substance behind the hype.
(In case any reader cares about the author and not just the content, it’s good to be back.)
Card Details
Stat | Lv.99 | +297 |
HP | 4356 | 5346 |
ATK | 3197 | 3692 |
RCV | 374 | 671 |
時透無一郎
Balanced
Active Skill: (32 ➧ 32) Not Inheritable
Charge all allies’ skills by 2 turns; For 10 turns, 10x ATK for this monster; Change to [10815] for the duration of the dungeon
Leader Skill: [1.44/484/1, 75%] [2 fua]
[Fixed 12 second movetime] 22x ATK and reduce damage taken by 50% when matching Water and Wood; 1 additional true damage when matching Water and Wood; 1.2x HP for Water Att.
Stat | Lv.99 | +297 |
HP | 8403 | 9393 |
ATK | 4706 | 5201 |
RCV | 668 | 965 |
霞柱・時透無一郎
Balanced
Active Skill: (3 ➧ 3) Not Inheritable
For 1 turn, this monster’s damage cap becomes 7,000,000,000; For 1 turn, increase combo count by 6; Unlock all orbs; Create 9 Water, Wood, and Heal orbs over any orbs
Leader Skill: [1.44/2500/1, 93.75%] [20M fua]
[Fixed 12 second movetime] 50x ATK and reduce damage taken by 75% when matching Water and Wood; 10,000,000 additional true damage when matching Water and Wood; 1.2x HP for Water Att.
Thoughts
Holy shit.
I mean, do I need to explain much? Crazy damage and a crazy active. Let’s dig in.
The damage is pretty self-explanatory; 5 is effectively a 3125x personal multiplier. Adding another via equip brings the damage up to a 15625x personal multiplier. is also included to deal with void shield spam.
The leader skill also packs a phenomenal punch of 50x ATK, which is considerably higher than the current leader skill attack multipliers of around 30x-45x ATK. Oh, and don’t forget the fixed move time, which automatically counters all time debuffs. If you can’t combo out a board in twelve seconds… it may be better to devote your time and stones to improving your combo skills and fleshing out your box than to chase an endgame lead like Muichiro.
What really separates Muichiro from the rest of the pack is his active skill, which generates a staggering twenty-seven orbs and adds an insane six combos. While it might seem like you just match boxes and some combos, the sheer number of orbs allow for a lot more flexibility than that.
- Can match rows instead of boxes and utilize the efficiency of the teamwide damage multiplier from row equips.
- Muichiro’s sub attribute is , which can be overwritten by equips to become . Thus, can be used as extra combos to jack up damage.
- Maybe you want to match some to reduce turns of assist void, match crosses to reduce sticky blind skyfall, or match (god forbid) to clear unmatchable orbs.
- And then can be abused in a variety of ways; boost recovery by matching , clear binds with the rarely used , or blast through certain super resolves and/or enemies with the even rarer . Ah, and don’t forget about shielding with !
Of course, Muichiro has downsides as well. The main issue is the classic three-copy requirement to effectively system. Because Muichiro is a BGM, players can outright buy one copy for $30 USD, and while pairing with a friend Muichiro takes care of the second copy, players still need to roll at least one Muichiro outright. Even at a higher-than-usual rate of 1.5%, players need at least 46 rolls (322 Magic Stones) to have only a 50% shot at getting one copy. Technically, the expected number of rolls for a Muichiro is 67 rolls but that only gives players a 63.7% probability of getting at least one copy.
For the non-mathematicians who want to figure out your odds of getting at least 1 Muichiro, use f(x) = 1 – 0.985x (where x = number of rolls). For the mathematicians who want to calculate more specific probabilities, use binomial distributions with p = 0.015.
If you want a Muichiro, I suggest ingratiating yourself with whatever deity you deign to believe in, in hopes that a higher being blesses you with extraordinary luck. Or have a fat wallet.
Another issue is transformation; Muichiro has a staggering 32T CD requirement and only has 3 in his pre-transform form. If running the ideal system of three copies, that means three slots bring only 9 , leaving the other three team slots and all the assists to cover the other 23 . Thankfully, the game has come a long way since the first transform lead, Fagan-Rai, as skill boosts are much more plentiful and effective skill boost equips carrying delays or hastes have become better than ever. Given the context of endgame, let’s talk about some compatible subs that help alleviate this issue. (Not including card info because the post will become longer than my dick, which is very long.)
Sub Options
Clerics
Buoyant Key Hero, Jellia
Effectively 6 with 3 and a three-turn haste, Jellia is a great cleric that also overrides enemy spinners. Sadly, the move time buff is wasted.
Sharlayan Sage, Y’shtola
4 with a one-turn haste in her base active, Y’shtola carries a great set of awakenings that can fully utilize Muichiro’s massive generation. Unfortunately, Y’shtola is a bit slower than other clerics and includes redundant orb change effects.
Wisdom Spirit, Ea Kuur
6 with . The board expand on the first stage of the evolving active can be quite useful for certain situations (for example, F2 of AUN4). A shield is also quite convenient for tanking massive boss hits. Sadly, are pretty useless.
Super Reincarnated Ceres
Accessible option with a great array of tools. Provides a wonderful 9 via skill boost latent and abuses generation extremely well with , , and . Can also be inherited over with haste, delay, etc. No attribute though, which means Ceres does not benefit from Muichiro’s 1.2x HP multiplier.
Giyu Tomioka
Only 4 but can hold an inherit. Giyu will actually do some damage when matching boxes. Having via super awakening makes Giyu a decent assist void latent holder, though lack of attribute is unfortunate.
Kobeni
Another 4 cleric that can hold an inherit, Kobeni’s active also includes a valuable board expand effect to counter board shrinks. It’s tragic that she has so much personal damage (8 ) but only subattribute. No attribute, which means Kobeni does not benefit from Muichiro’s 1.2x HP multiplier.
Ultraman Cosmos Luna Mode
6 and a built-in two-turn haste on an evolving active skill. The delay on the cleric active is slightly awkward considering the ubiquity of status immunity shields in modern endgame but doesn’t penalize the cooldown too much.
Denji & Aki
Though 4 is on the low side, tons of inherent can help a lot with equip flexibility. The duo can also hold an inherit. Enemy color change to red is also a very convenient effect, although it may not be necessary sometimes given Muichiro’s firepower. Unfortunately does no damage despite double .
Super Reincarnated Odin Dragon
Potential 7 with two-turn haste in the pre-evolved active? Unfortunately, Odin Dragon can’t carry both assist void and skill boost latents. A great option given that it’s farmable. Also one of the fastest clerics on this list at 4T CD (everyone else so far at 5T or higher).
Splendid Draconic Songstress on Double Bass, Vione
Vione has already seen extensive use on Kurotobi and can serve as an excellent cleric on Muichiro as well. Effective 6 with a three-turn haste on transforming and boasts excellent uptime on a 4T CD. The full board change may not be ideal for Muichiro but he can just overwrite the board with his active. Vione also carries , , and even for assist void latent potential. Unfortunately, Vione is bindable, which probably necessitates a equip. (Credits to Reddit!)
Summer Festival Norn, Planar
4 and can take an inherit, Beach Planar interestingly has a fujin attached to her full cleric active on a 6T CD, which can be extremely valuable on spawns needing both effects and is generally good overall due to flexibility. Beach Planar might not do much damage but can add a valuable or via super awakening. Also has to enable assist void latent. (Credits to Reddit!)
Fujin / Color Voids
Tippling Alp & Sea Dragons, Wadatsumi & Yamatsumi
Not only a great sub but also a fantastic leader pair given slightly higher bulk multipliers (+4.2% eHP / +25% eRCV) and the extra combos in exchange for less damage (-25% ATK). Like Muichiro, NY Wada/Yama packs a serious punch with 5 and and its phenomenal active covers spinners and both absorbs.
Supreme Throne, Hecate
Potential 8 with open inherit, Hecate covers both damage and attribute absorb voids on a fast 4T CD and has valuable for more bulk (which is the name of the game) and for assist void utility. Unfortunately, 8 comes at the cost of bind vulnerability, which effectively restricts Hecate’s equip to equips.
Sophiesam
Only 2 , which imposes quite the crunch on the rest of the team, but can take an inherit. Like Hecate, Sophiesam counters damage and attribute absorbs on a 4T CD and can carry assist void latent, but unlike Hecate, Sophiesam provides a ton of additional recovery via and includes a burst and a recovery buff to counter those respective debuffs.
Aizetsu
Let’s face it; if you’re chasing Muichiro, odds are that you’re probably getting one of these. And for a cheap bottom rarity, Aizetsu is a great dual absorb void option; his active is essentially the same as Sophiesam’s. Aizetsu even has more than Sophiesam but is bindable and doesn’t add much more besides a little damage via 6 .
Gleaming Harbor Key Hero, Gileon
Only 4 with SA, but dishes out modest damage with 5 and has innate . The board change included with the damage / attribute absorb void on 4T CD is irrelevant since Muichiro just replaces 90% of the board with favorable orbs anyway.
Ultimate Shining Ultraman Zero
4 via SA. 2 is a loss but his main value is as a phenomenal assist void latent carrier with 6 . Also has .
Masked Rider No.0 from Shin Kamen Rider
Technically can be 6 but a three-turn delay is finicky and depends on the dungeon. At least it still has 3 . Board replace on top of its absorb voids can be quite useful for a variety of situations, but it shines best when flushing away “Barbed Orbs”.
Sigurd the Dragonblooded (Dark Color)
4 and 2 with potential or via super awakening. Will require extra recovery somewhere else on the team given its barbed orb skyfall effect but is one of the fastest two-turn absorb void actives in the game. Not water attribute though, which means Sigurd does not benefit from Muichiro’s 1.2x HP multiplier.
Sacred Bovine Beast, Audunbla
Only 3 in base form, but does have a ton of after transforming. Two-turn absorb voids on a 6T CD is nothing to scoff at especially when Audunbla also includes a recovery buff and a personal burst for all subs.
Azure-Cleaving Sky God, Linus
4 but can’t really take an inherit active due to his transforming active skill. Only one turn of absorb void in the beginning but upgrades to two-turn duration afterwards. The shield is nice especially when reaching the end of dungeons where absorb voids are no longer needed. Linus also has some very potent damage potential if facing machine-type enemies.
Mega Awoken Azure Evil Duchess, Gremory
4 with SA, Blue Gremory is a serviceable dual absorb void sub with multiple for assist void clear utility. A bit slower at 7T CD but the absorb voids last for two turns. (Credits to Reddit!)
Shield Loops
Tempestuous Sea Dragon Warrior, Grigory
6 with SA and can take an inherit. Popular shield option given that players could dump pantheons in exchange for him during the Early Spring Super Godfest.
Masquerade Witch, Chakeol
4 and potentially 2 for assist void latent or via super awakening. Classic shield loop from ages past (so like a couple years ago) still finding places on modern teams like Muichiro today. Not attribute though, which means Halloween Chakeol does not benefit from Muichiro’s 1.2x HP multiplier.
Creeping Mist Devil Dragonbound, Suou
4 and lots of innate . Probably won’t do any damage with 4 and the shield loop is on a long refresh rate (9T CD) which leaves it vulnerable to buff dispels.
Demon Slayer Corps, Inosuke Hashibira
4 with SA and has both for assist void utility and for general bulk. is a nice touch as well; Muichiro does overwrite 90% of the board but there’s the miniscule chance a slips through and ruins everything. Inosuke is bindable so keep that in mind regarding equip selection. Not attribute though, which means Inosuke does not benefit from Muichiro’s 1.2x HP multiplier.
Compassionate Saxifrage Starfairy, Sekka
Effectively 4 via 2 and a two-turn haste during transform, Sekka has seen plenty of usage on Kurotobi and can provide the same shield loop utility for Muichiro. and are always great, but Sekka will need equip for most content.
Mega Awoken Cerulean Sun God, Aten
Only 2 and bindable, but can at least cover the latter through super awakening. Can take an inherit on a decently low 5T CD base active. Also has but will exacerbate the issue a bit.
Spring Tree Goddess, Kukurihime (Chibi)
6 and not much else besides the shield loop. via super awakening gives Kukurihime something more. Not attribute, which means Kukurihime does not benefit from Muichiro’s 1.2x HP multiplier.
Jade Goddess, Ma’tur (Chibi)
Technically 7 via super awakening and skill boost latent. The 3 is quite a waste given fixed move time. If you are using this, you are either super broke, inhaling a lot of copium, or trolling for some irrational reason. Don’t use this. Also not attribute, which means Ma’tur does not benefit from Muichiro’s 1.2x HP multiplier.
Mega Awoken Primordial Divinity, Amenominakanushi
4 but not that great given that Ameno is pretty damage-oriented despite doing no damage. Main value is in its relative accessibility as a GFE. Got some buffs during JP’s 12th Anniversary stream but it will be a while before they reach the forgotten continent.
Super Blue Shieldra
Farmable shield loop option with 4 ? I mean, if you’re that desperate, why not this?
Other Options
Pixel Jill
6 and can take an inherit. While 2 will feel like nothing in current supergravity endgame dungeons, the are great for holding assist void latent and is nice considering the awakening’s prevalence in endgame. Pixel Jill is the ultimate rebuffer as she counters attack/recovery debuffs and board shrink on a fast 4T CD. While she doesn’t do anything about time debuffs, Muichiro innately covers that with his fixed move time clause.
Holy Festival God of Dark Riches, Osiris
Another great rebuffer with a fantastic 8 . Obviously worse than Pixel Jill due to lack of attribute and inclusion of useless time buff over board expand effect, but still quite good nonetheless.
Apex Blue Flower Dragon, Starling
Needs buffs to arrive from JP, but an excellent utility option given its farmable status. 6 is already great, but then tack on a full board enhance active to counter OE- and with which players can utilize unmatchable latent. Starling lacks and but both are easily fixable.
Index
Classic autoheal loop with 6 , , and . Not sure why Muichiro needs an autoheal loop but some players have used Index with Muichiro.
Green Dracoblader of the Pure Night, Selica
Same deal as Index but doesn’t have attribute and has less . However, Selica does have a board expand that can be very convenient if used at the correct timing.
Kaoru Kaido
4 with a very fast spinner override active. While the looping active skill is a bit confusing, Kaoru effectively generates a spinner every three turns and adds a burst on two out of the three stages.
Mega Awoken Great Duke of Cold, Dantalion
Another card with 4 and a fast spinner override. Also includes unmatchable clear which can open up more cleric options and enable smoother endgame runs with split cleric flexibility. Dantalion’s health stat is rather abysmal, however.
Pixel Firion
6 with and a fast spinner override and board size reset. Also includes a decent double damage burst. No attribute though, which means Firion does not benefit from Muichiro’s 1.2x HP multiplier. Firion also lacks and .
Kaori Kanzaki
Similar to Firion with 6 and a fast spinner override + board expand active (and no ). Unfortunately lacks Firion’s resist coverage as Kaori opts for damage with 4 , but at least she has and .
Mega Awoken Water City Guardian, Athena
Phenomenal 6 with a three-turn delay, Blue Athena serves as a fantastic rebuffer with both self and teamwide bursts plus a recovery buff. Also can be a phenomenal assist void latent carrier with 4 and a attribute (so you don’t have to match ). (Credits to Reddit!)
Fickle Fortune Key Hero, Menuit
4 but can’t be inherited over with another active because of the long 30T CD to transform. 5 does pack quite the punch, but NY Menuit is more notable for her fast board expand and recovery buff. The cap break would be a lot better if Menuit had a better set of attributes for Muichiro; as it stands, without a subattribute change equip, NY Menuit only has one usable ping.
Propitious Peacock Queen, Yurisha
4 and can take an inherited active. 6 is a ton of supplementary healing and is great for dealing with Barbed Orbs. The active is a fast spinner override and 50% shield; both are great conveniences to have over the course of endgame dungeons. (Credits to Reddit!)
Conclusion
While it may have been obvious by just looking at the card, Muichiro Tokito is completely busted not only because of his damage but also his flexibility in terms of the rest of the team outside of the system. However, simple math dictates that obtaining the all-important second copy (assuming you buy the bundle with the intent to complete the system) will be rather expensive.
Is Muichiro playable without the system? I’m sure there are ways to work around a missing copy; off the top of my head, Karin Dragon serves as a very accessible orb generation replacement, while Academy Qilin generates the same number of both and , though the lack of generation might make things dicey depending on the magnitude of enemy hits. However, GungHo designed the system to work optimally with three copies knowing that we, the players, will take the bait and invest our stones and maybe our money for a virtual game character. Just don’t spend beyond your means!
Let me know if I missed anything in the comments below. Thanks for reading, and as always, good luck and have fun!
Whoa, what a comprehensive guide, very helpful!
For Fujin/Color void, there are two options that I don’t believe are listed that can work depending on the situation.
Coasting Draconic Songstress on Euphonium, Mariel
> If you don’t end up using her light form for whatever reason this one exists. Offers 2 team HP and up to 4 SB including super awakening (she can also have full blind, poison, or jammer resist as a super awakening). Her time extend awakening and 2x movement time active are wasted, but the RCV rewrite can be useful depending on the situation. Would also need a green VDP match to take advantage of her damage.
Mega Awoken Azure Evil Duchess, Gremory
> 2 turn Fujin and color void. She can also either take levitate or get 2 extra SB with her super awakening (4 total with SB super awakening). Her damage is pretty low if you do not end up matching L’s and also wastes an awakening slot with time extend.
I included Gremory (saw on it Reddit first, but doesn’t diminish the value of your comment). Green Mariel looks good on paper but is pretty difficult to use in practice. Maybe I’ll give it a try in my own runs, though! (Hopefully I get Muichiro.)
Thank you Lumon for the guide!
suddenly my friends list is all muichiro. thanks for posting this article it helps explain some things!