Elegg: Boom and Shock Early Analysis

Overview

  • Ramping off-burst DPS that prefers a 12333 team (1xB1 + 1xB3 + 3xB3).
  • Deals decent off-burst damage while buffing Element Damage for Water Allies.
  • Downgrade to her Electric-meta counterpart, Maiden: Ice Rose.
  • Virtually unusable outside of Water-weak bossing.
  • Strongest when she can stay parked at 13 stacks of her S1.
  • Loses most of her potential if she is forced to burst early.

In the fresh game, “Eleg: Boom and Shock,” there’s an innovative feature called “Ghost Capturing” that doesn’t directly correspond to any existing mechanics. These early thoughts on the game are derived from the demo clips, assuming that Elegg can only capture a maximum of one Ghost every 6 seconds. The truth will be revealed during actual testing, as this assumption significantly impacts Elegg’s power as a unit.

Should You Pull?

Elegg: Boom and Shock” is a unit that offers a restricted Damage Per Second (DPS) support role with a substantial boost to your team’s Elemental Damage, making it advisable to have just one copy. Extra copies, though beneficial, could be regarded as a luxury, as Elegg’s teamwide caster attack buffs aren’t particularly high in value and her personal damage output is somewhat average.

Newbie/Incomplete Box Section

The “Elegg: Boom and Shock” isn’t suited for beginners. Instead, she serves as an advanced addition to water-based teams that already have at least two well-constructed DPS (Damage Per Second) characters. As a primary DPS, Elegg performs relatively average and is generally considered less effective than Guillotine: Winter Slayer. Consequently, new players might find her performance disappointing. However, as a limited unit, not obtaining her now can be quite frustrating.

Basic Information

  • Skill 1: Hello Ghost
  • Skill 2: Ghostbuster
  • Burst: 13 Ghosts
  • Cooldown: 40s
  • Rarity: SSR
  • Burst: III
  • Weapon: MG
  • Class: Attacker
  • Element: Water
  • Manufacturer: Missilis
  • Squad: Electric Shock
  • Weapon Name: BFG

Normal Attack Information

Capacity of ammunition: 300 rounds
Time taken to reload: 2.5 seconds
Affects the target(s)
Inflicts damage equal to 5.57% of Attack Power
Deals double the damage when attacking the core.

In the game, “Elegg: Boom and Shock” and “Ludmilla: Winter Owner” are two characters commonly found among MG attackers. Unlike Elegg who carries the usual values such as Guillotine, Mihara, Rapi (Red Hood), Ludmilla has a significant advantage over water-based opponents due to her attack multiplier of approximately 105.2%, which is 5.86% higher than the standard MG attacker.

Skill 1: Hello Ghost

This ability is triggered during battle and affects a random enemy. It lasts for 6 seconds and allows you to capture up to 13 ghosts that possess your enemies. To capture a ghost, you must accumulate a total of 100 hits across all your allies. Once the required hits are reached, one ghost will be captured.

The effects of this ability differ depending on the number of ghosts captured. Previous effects will trigger repeatedly. This ability only activates when at least one ghost is present. While active, it increases your attack by 16.2% of your own attack continuously. If there are more than 4 ghosts, it also increases damage as a strong element by 35% continuously.

This ability affects all allies with the Water Code.

The primary advantage of using Elegg lies in her ability to boost Water allies’ Elemental Damage by 35%. Although the 16.2% ATK increase from an Attacker and more than 20% caster’s ATK increase from a Supporter are beneficial, the formermost feature stands out significantly. This feature is always active when Elegg has more than 4 Ghosts, making it possible for skills like Quency: Escape Queen’s burst and Helm’s burst to capture their power levels at a snapshot.

Just as in the game Maiden: Ice Rose, where Ice Roses are a distinct resource separate from buffs like MP, in this scenario, Ghosts would function similarly for Elegg. This implies that characters who stack resources, such as Pepper or Alice: Wonderland Bunny, wouldn’t be able to increase the number of Ghosts that Elegg can possess.

From the demonstration video, it appears that this skill functions in such a way: At irregular intervals, an enemy is highlighted with a rotating green specter symbol. If your team inflicts a total of 100 separate instances of damage on this marked enemy (for example, each pellet from a Shotgun equals 1 instance), the mark disappears and Eleg gains an extra ghost.

Achieving 100 instances of damage is surprisingly effortless, hardly causing any trouble. Interestingly, even when working with a group of four SR/RL characters accompanied by an Elegg, it takes just 1.67 seconds for Elegg alone to activate this effect. However, it’s important to note that this skill comes tagged with a unique term as a special condition:

  • Recurring interval: 6 sec.

In the demonstration, it’s clear that enemies are only highlighted by Ghosts every six seconds. This interval significantly restricts Elegg’s ability to identify 13 Ghosts, and her Element Damage feature won’t activate until 4 times 6 seconds, or 24 seconds into the confrontation.

Skill 2: Ghostbuster

Triggers during the use of Burst Ability, boosting your own Attack by 40% for a duration of 10 seconds.

Meanwhile, when capturing a ghost at full capacity, this ability targets all enemies and deals a massive 1100% of your current Attack as damage.

This ability of Elegg is quite straightforward: It boosts her attack slightly whenever she unleashes her own burst, but doing so also causes her to lose Ghosts. In today’s context, a 40% ATK increase might seem modest for an effect that demands the use of a burst. If this boost were activated upon entering full burst instead, it would be more balanced in terms of its impact.

If she’s at the highest level with 13 Ghosts, it allows her to activate a 1100% area-of-effect (AoE) screenwide ability every 6 seconds. Therefore, you must wait a minimum of 6 times 13 = 1 minute 18 seconds before she can even trigger the damage component of S2 just once. This makes it nearly impossible to use outside of raids and significantly reduces Elegg’s DPS scaling with buffs.

Burst: 13 Ghosts

If there are less than 13 ghosts, the remaining ghosts will attack a random enemy unit multiple times. Each attack deals 800% of the final ATK as damage and continues for 13 rounds. When there are exactly 13 ghosts, they all attack simultaneously in one round. The number of ghosts can be adjusted by using this control: [Number of ghosts ▼]

Among the abilities in Elegg: Boom and Shock’s arsenal, this one is arguably the least effective, as it tends to undermine the strongest aspects of her overall kit. Instead, you receive a relatively minor amount of damage output on a character with minimal self-enhancements, along with a slight ATK boost.

[Attack sequentially]

Delivers consecutive attacks means that the damage from each burst is inflicted several times in succession, such as dealing 800% damage 6 times, resulting in a total final attack power of 4800%.

Sequential bursts operate similarly to a burst skill’s damage, as they capture and consider all active buffs prior to the full burst being unleashed.

In simpler terms, Elegg’s burst doesn’t benefit from the extra 50% damage bonus that comes with a full burst, nor does it receive any other enhancements that typically activate during a full burst, unlike other sources of damage that have such conditions.

To clarify why this outburst is counterproductive, let’s examine two distinct scenarios: releasing the Elegg ability whenever it’s off cooldown and unleashing a burst when she reaches 13 stacks. While detailed reasons explaining their disadvantages can be found below, they are optional for those who prefer a quicker read.

Case 1: Always bursting Off Cooldown

Bursting off cooldown will result in a penalty of 6 Ghosts, which take 6×6 = 36 seconds to recover.

Regardless of any potential delays, it’s expected that non-Specialist Game (SG) teams will follow the initial burst by another within approximately 13 seconds. This results in a maximum interval of 26 seconds between the actions of two Tier B3 characters, as one follows the other every other time.

Each time Elegg uses her burst ability, she loses more Ghosts than she gains, causing her Ghost count to decrease to 1. During this 12-18 second cooldown, her 4 Ghost Element Damage buff is inactive, which hinders other DPS from benefiting from it, potentially leading to a significant reduction in the overall team damage output.

Instead, you’ll receive a massive attack boost equivalent to 4800%, or in simpler terms, a 48-fold increase in your attack power. However, it is still less than Helm’s burst (with their favorite item) considering the additional effects of Helm as well.

Instead, you’ll boost your self-Attack by up to 40% with her S2 skill. However, enhancing the entire team’s elemental damage by 35% would be more beneficial compared to this.

Combining everything, employing this ability doesn’t lead to any significant harm, but it transforms Elegg from a strong off-burst supporter into an average primary DPS instead.

Case 2: Always bursting at 13 Ghosts

Compared to bursting off cooldown, bursting at 13 Ghosts both:

  • Leaves you with 13 – 9 = 4 Ghosts
  • Doesn’t disable S1’s element damage buff
  • Does over twice as much damage as bursting with less Ghosts.

* You lost 9 Ghosts.
* Each Ghost gives you an extra 6 seconds on your S2 ability.
* With all 9 Ghosts, that’s 54 additional seconds of S2.
* Each Ghost also increases your final Attack Power by 1100%.
* This means if a Ghost is worth 100% ATK initially, with the Ghost, it becomes 1100% ATK (100% + 1100% = 1100%).

  • Burst Damage: 13×800 = 10400% of final ATK as damage (all out of full burst, but with S2 ATK buff)
  • 9 Procs of S2: 9×1100 = 9900% of final ATK as damage (dealt over time, usually during full burst)

To put it simply, determining if Elegg’s burst is beneficial in this particular scenario can be tricky, as it might not increase damage or even lead to a decrease. This ambiguous boost is quite different from clear-cut beneficial bursts such as Helm (with Favorite Item), Ludmilla: Winter Owner, and Bready.

Essentially, Elegg: Boom and Shock’s true power is held back in most combat situations, limiting its practical applications to just two specific scenarios.

  1. You are on the last burst or 2nd to last burst (less time remaining in the fight = less opportunity cost lost from S2).
  2. You are at the very start of the fight and can burst Elegg for a cost of 0 Ghosts (this means Elegg’s S1 Element Damage is inactive and will steal Crown for 1 cycle, this also may lose you a Helm burst which is just better).

As a devoted fan, I’ve come to appreciate the destructive power that Elegg possesses. However, it’s essential to clarify that while her burst can contribute to damage, it pales in comparison to the devastation wrought by her spiritual counterpart, the formidable Maiden: Ice Rose. The 10% maximum HP scaling with Rouge that Maiden: Ice Rose boasts translates to almost seven times an Attacker’s ATK up, a staggering difference. Therefore, Elegg’s burst serves more as a subtle increase in damage output rather than the earth-shattering force unleashed by Maiden: Ice Rose.

Campaign

Although it might seem like Elegg’s S2 could effectively sweep through a campaign as a wide area-of-effect skill, this assumption is based on Elegg accumulating 13 Ghosts, a process that includes firing at random enemies and carries an internal wait time of 6 seconds. Consequently, Elegg wouldn’t start activating her S2 until 78 seconds have passed, leaving just 12 seconds left in the stage.

With Elegg’s reduced attack buffs and water-specific bonuses factored in, Elegg: Boom and Shock doesn’t hold a substantial role in campaigns, except for the least challenging of clearances.

Arena

In the Arena, Elegg: Boom and Shock struggles significantly due to its role as a ramping Melee unit within a 30 frames-per-second environment. By the time you manage to summon even four Ghosts, the fight is usually over. She’s also susceptible to combinations of Jackal and Scarlet, and her burst generation is poor because she requires heating up. Additionally, as a water unit, she’s vulnerable to the widely used Electric damage prevention strategies in the current Player vs Player meta. Consequently, Elegg: Boom and Shock is seen as a significant step down compared to Stellar Blade’s EVE, who was already underwhelming in PvP.

Special Interception | Union Raid | Solo Raid

Elegg mainly shines in Water-Weak battles, yet her role as a buffer for overall elemental damage offers a distinct edge compared to standard buffers in other scenarios.

The top teams she manages should ideally consist of 12333 combinations, thereby excluding popular double-B2 combos such as MMast-MAnchor, Crown-MMast, and Crown-Naga from the competition. This narrows our choices down to mainly Crown-Helm and Grave teams, making them the optimal picks for a balanced off-burst DPS setup, considering both burst generation and reload boosts.

As an ardent admirer, I can’t help but express my concerns about the potential impact of not allowing double B2 teams on Elegg’s longevity as a strategic choice in the game meta. This could potentially marginalize her usage in team-oriented content like Union Raid, making her more suitable only for Solo Raids.

In Solo Raid, swapping out MMast with Elegg gives you the flexibility to save the MMast-MAnchor pair for other characters like Bready or Quency: Escape Queen, who might require them, specifically for their DPS capabilities.

Liter,Crown,Helm,Ludmilla: Winter Owner,Elegg: Boom and Shock
Liter,Crown,Helm,Guillotine: Winter Slayer,Elegg: Boom and Shock
Liter,Crown,Helm,Quency: Escape Queen,Elegg: Boom and Shock
Little Mermaid,Grave,Quency: Escape Queen,Ludmilla: Winter Owner,Elegg: Boom and Shock

Strengths

  • Decent off burst damage.
  • Great Element Damage buff.
  • Team buffs can be snapshot by nukers like Helm on cast.
  • Decent nuking burst to end a fight on.
  • Constant screenwide AoE clear in the latter half of the fight (e.g. clearing adds, potentially bombs).
  • Can save Mast: Romantic Maid for a different team.
  • Wears a thong.

Weaknesses

  • Very long ramp up time.
  • Backloaded DPS.
  • Needs ammo lines and reload buffs to maintain shooting uptime.
  • Loses parts of her kit if she is forced to burst.
  • Medicore if used as a main DPS.

Recommended Cubes

bastion cube,resilience cube

Doll Priority

Using the doll in this case provides a minimal advantage in ammunition and Eleggs’ caster attack boost is relatively small, so having the doll equipped is more of a pleasant addition rather than a crucial necessity.

As a devoted fan, I’d like to share a strategic tip: Instead of affixing an SR doll to Elegg for survivability, it might be more effective to partner her with Helm. This is because Helm can provide Elegg with sufficient lifesteal, allowing Elegg to heal herself instead.

Expected Skill Priority

NikkeBudget Skill InvestmentsRecommended Skill InvestmentsSkill PriorityNotesInvestment Priority
Elegg: Boom and ShockSkill 1: 7
Skill 2: 4
Burst: 1
Skill 1: 10
Skill 2: 7+
Burst: 4+
S1 > S2Elegg will primarily be brought for her buffing ability, the value of which is entirely concentrated in her S1.

Her off-burst damage from proc’ing her S2 damage is still decent, so it is second priority.

Elegg won’t even burst unless it is the very end of the fight and you don’t have have Helm ready, so this skill is very low value.

Endgame Water Raid Unit

Low-to-Mid Priority

Overload Gear Priority

Gear Priority = Head > Gloves > Chest > Boots

Overload Priority / 1st Ammo > 4x Element > 4 ATK >~ 2nd Ammo

Attribute (Sub-Stat)PriorityRecommendedNotes
Increase Element Damage Dealt★★★★★4xWanted for Union Raids and Solo Raid content.
Increase Hit Rate☆☆☆☆☆0x
Increase Max Ammunition Capacity★★★★☆1-2xAmmo
Increase ATK★★★★★4xSimply more damage.
Increase Charge Damage☆☆☆☆☆0x
Increase Charge Speed☆☆☆☆☆0x
Increase Critical Rate☆☆☆☆☆0x
Increase Critical Damage☆☆☆☆☆0x
Increase DEF☆☆☆☆☆0x

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2025-07-16 21:07

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