MAJO - Apocalypse Tactics RPGAll games

MAJO - Apocalypse Tactics RPG/Characters

Alice

Alice

SSRVanguard

EpithetSleepwalking White Shadow

A beastfolk from another timeline who plays the meek rule-follower, terrified of being sent home if anyone complains. It is a good performance, and not the whole story.

Tier: C on the MAJO - Apocalypse Tactics RPG tier list

Everything in her kit waits on something else: her Class and Auto Skills only fire after she dodges or blocks, and her Passive only stacks when an ally counters. With no damage reduction or mobility of her own, she has to take hits to get going. Xinzi gets more out of every dodge, which is why Alice sits a band lower.

How to use Alice

Alice needs her Extreme to do anything. For 10 seconds it sets Dodge Value to 100%, drops her Dodge cooldown to 1 second and fixes her Class Skill cooldown at 3, so each dodge can fire her 223% Class Skill and, from Awaken Tier 3, a 308% Auto Skill. Inside that window she is a decent damage dealer, but the whole plan depends on it.

Outside that window she has to take hits to get going, and nothing in her kit reduces the damage. Xinzi does the same dodge-and-counter job better, because her 90% damage reduction triggers on every dodge rather than inside one window. Alice's Interference, Crit Damage +14% and Extreme Crit Rate +14%, is the better reason to own her, so slot her under another Vanguard.

Compared with

The strongest Vanguard on the tier list and the ones placed just above Alice, strongest first.

Awaken Tier timeline

What Alice gains at each Awaken Tier. A fresh copy starts at 1.

  1. 1Starts with: Normal Attack, Class Skill, Extreme Skill, Interference
  2. 2No new skill
  3. 3Auto Skill unlocksBunny Hop Floor Clear+240 / +26 / +23 Health / Attack / Defense
  4. 4Passive unlocksFate's Orb Ring+600 / +65 / +58 Health / Attack / Defense
  5. 5Class Skill evolvesLucky Rabbit KissBase Attributes +24.5%
  6. 6Passive evolvesFate's Orb RingBase Attributes +24.5%

Kit tags

The game's own labels on Alice's skills, and which other Witches share each one.

Who can sit in Alice's Sub-Slots

Sub-Slots only take Witches of the same Class (Vanguard). Each one below would lend Alice this Interference skill.

Build basics

There is no per-Witch gear to pick: equipment is Class Equipment, shared by every Vanguard, so Alice's real build choice is who sits in her Sub-Slots (listed above). The ten sets are on the Items page, and the Team building guide explains both systems.

Ability progression

Further abilities that unlock as this character's evolution line advances.

  1. Standing Paddle PushNormal Attack

    Hit 1: Deals 60% damage to enemies in a designated circular area. Hit 2: Deals 60% damage to enemies in a designated circular area. Hit 3: Deals 115% damage to enemies in a designated circular area.

  2. Lucky Rabbit KissClass Skill

    [Dodge Counter][Block Counter] Trigger Condition: Activates after dodging or blocking, only if a target is within the area Deals 223% damage to enemies in a frontal rectangular area.

    Evolves at Awaken Tier 5 (+24.5% Base Attribute)

  3. Ball No. 9 ReturnsExtreme Skill

    Grants self a Dodge Value increased to 100%, while fixing the maximum Dodge CD at 1 second (lasts 10 seconds), the maximum Special Attack CD at 4 seconds, the maximum Class Skill CD at 3 seconds, and during the effect, Class Skills can be activated directly regardless of trigger conditions (lasts 10 seconds).

  4. Bunny Hop Floor ClearAuto Skill

    [Dodge Counter] Trigger Condition: Activates after evading, only if a target is within range Deals 308% damage to enemies within a circular area ahead.

    Unlocks at Awaken Tier 3

  5. Fate's Orb RingPassive

    Each time an ally counters, grants self Class Skill Bonus Damage and Special Attack Bonus Damage +[Extra Damage Lv1]%, 1 stack (max 7 stacks).

    Unlocks at Awaken Tier 4 — Evolves at Awaken Tier 6 (+24.5% Base Attribute)

  6. Rabbit VaultInterference

    Character's Crit Damage +14% Character's Extreme Skill Crit Rate +14%

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