Since there is interest in character development I decided to go with Sophita. With this I’m going to introduce some new views on how to look at a character. Your feedback will be most welcome since it will help me refine article process.
We are going to use a scale of 1 through 10 to gauge several elements. More elements will be added in the future due to feedback and the need. Now lets define the categories.
Offensive/Aggro: This is scale is determined on the ability to continually apply pressure when it comes to attacks. The character must be able to kill in what I like to coin the DUT-ZONE. The DUT-ZONE is killing between turn 2-5. Can the character off its symbols one shot with one attack. All of these things are considered on the ranking.
Defense: The character needs to be able to survive each turn taking very little damage. Ease of avoid a kill turn is also determined in this.
Control: This is based on how much the character can disrupt their opponent.
Draw: This is based off of the character and the symbols that the character has access to. Strong draw will be looked at on a case by case basis.
Symbol spread: Does the symbol spread help support the character or just frustrates the player.
So with that defined lets look at how Sophita stacks on the gauges.
Offense/Aggro 8 out of 10
Defense 4 out of 10
Control 8 out of 10
Draw 8 out of 10
Symbol spead 10 out 10
Now let me explain each one of these areas. Offense wise we see that Sophita has a non-commital E speed pump. This way she can do lots of damage by pushing through attacks that seem to be slow. As the fight goes on she only picks up speed. She also has access to order, life and more importantly fire. All 3 of these symbols gives Sophita what she needs to kill.
Defense: Her card make it harder for her to block if you decided to use your e on your opponents turn. Now if your opponent is tapped and decides to push the attack then you can possible get a foundation back. You may force them to tap an offensive or defensive piece that will be down when you attack. While this is nice it is not that strong of a defense against highly offensive decks like Hilde. This lets you survive against other characters.
Control: Her first E is decent for control. But when it comes down to it she has access to a killer amount of stun and stun modification. I must say that she will bring the pain and start untapping things. This is where she will prove to be a pro at.
Draw: She has access to some of the best draw cards across all symbols. The only reason her draw rating is an 8 and not a 10 is that she is a bit pushed to get those elements out and then stun out. Life is the only symbol in which she has draw issues. Yes you can run Frantic Search but it doesn’t net you positive amount of cards.
Symbol Spread: At this stage of the game there are no better symbols to have. Order is starting to come into its own. Life has its own quirky aggro tricks to make her threat.
Now lets look at deck construction. I’m going to break deck construction down by tactic and not off of symbol. Playing blind off of symbol is a easy way to be read in the meta. There are many cards that played just because you can play them. I want to focus on what you are going to do with her versus what you are going to do with the symbol.
Offensive tactics:
Stun Sophita. To me this is the best option for you to run her on. Sophita doesn’t require a person to run weapon or kicks. So you can play any attack that has stun. One can easily look at Paul’s cards to start off with. The flaw of Paul’s stuff being slow is easily overcome with Sophita’s speed pump. Additional speed pumps can be packed but its nice when you face some form of speed reduction.
Weapon focus Sophita: The main reason you are running weapon Sophita is that you can Resourceful, Relentless, and Unstoppable Conviction. These cards end up giving the player a nice edge. You can do various combos with the weapon attacks. Not only that you can use the famous dragon lifter in your deck.
Kick sophita: This idea is more focused on life. Using the right build of cheap kicks and Rising Hilt or Laws Somersault Kick for a finisher you can kill most players in the dut-zone. Not only that Searching for Family will allow you to draw pretty well without problems. Speed pump and then playful switch for the kill. This setup works well because you don’t need to use foundations to pass checks. Most of Mitsurigi support can be played in this deck and be used effectively.
Yi Shan Cloning: You can choose to play Yi Shan’s attack. The advantage of this is added effects for control and damage. I don’t think this is the optimul build but it has elements that can give you an edge against decks that can’t mess with momentum. But there are more and more cards that jack with momentum so this is not as strong as when it was launched. This may be viable if we get some sort of momentum protection.
Defensive tactics:
No speed for U!: Sophita has the ability to speed redux a lot. Sisters of battle, p2p with Sophita’s second E makes almost every attack blockable. Remember your opponent can have negative speed. Silent Xia Sheng Stance is another card that reduces speed of an attack making it easier to block.
Mind Reading: Keeper of the watchers, needs a challenge, and Tia Wu Kick are options for you to see what your opponent has in their hand so you know what to expect on the next turn.
Damage reduction. She can do massive damage reduction if you go the Yi Shan attack route with Iron Body, and Distracting Taunt. You could also play Not Human, strange fashion combo. Toughest in the Universe, Stand Off, Wolfkrone Monument, Armor of the Forsaken One, Crown of the Forgotten Secret, and Valkyrja's Shield are other strong damage reduction elements that can be applied as you want. Even with all of these defensive options it won’t let you tank out anything you want. Getting the defensive setup is possible but your better invested in an offensive setup with a bit of defense here and there. But if you need to stall then here is something to help you.
Speed damage flip: Acrobatics helps you against any attack.
I’m not going to go into card draw since most of the draw options are straight forward. I would normally go into control but stun seems to be her strongest control.
That’s about it. Any further input place it below.