Whatever else she may be, Bazett is unique. Bazett is built around a new mechanic: counterattacking. Her NP, Fragarach, deals no damage on its own. Instead, it preps Bazett to counter incoming fire, letting her deal damage each time she’s targeted with an attack or a debuff.
Initial views on how useful this is—and how useful Bazett is—have been all over the place, ranging from “nearly the worst ST SSR in the game” to “functionally better than anyone else due to her impressive ceiling.” There are valid arguments in both directions. She takes a lot of work to get going, and her benefit over other STs once you get there is questionable. On the other hand, she’s arguably not much more RNG-dependent than other ST units—she just moves the RNG around to different places—and in exchange she can do certain things literally impossible for anyone else. It’s a question of what you value, and how useful you expect her to be in the long term.
Personally, I’ve come down somewhere in the middle. She takes different thinking and different strategies to get her working properly, which is a disadvantage in a game where most Servants need the same set of tools to operate (and therefore most players invest in those tools and strategies). She’s also more vulnerable to bad luck than most STs in that, if things don’t work out for Bazett, she can end up doing absolutely nothing, rather than just operating at a lower level than usual. That said, she effectively gets four turns of full damage output, rather than the usual three, and her damage ceiling is remarkably high against Cavalry. She’s an interesting unit with very real pros and cons, and while I wish she had a few small tweaks to make her more cleanly powerful, she has enough potential to by and large offset her weaknesses.
Base Atk | 1,983 | Base HP | 1,881 |
---|---|---|---|
Max Atk | 12,835 | Max HP | 12,825 |
Grail Atk | 14,050 | Grail HP | 14,050 |
Increase your Debuff Resist by 17.5%.
Increase your Quick Card effectiveness by 10%.
Apply Damage Plus for yourself (Total Card Damage +175).
Increase own Critical Strength by 5%.
Extends the duration of offensive buffs on self to the end of the enemy's turn (instead of the end of your own turn).
Card Hits | 6 | 3 | 2 | 5 | 1 |
---|---|---|---|---|---|
Per Hit | 0.80% | 0.80% | 0.80% | 0.80% | 0.80% |
NP per Hit (%) | 0.80% | |||||||
---|---|---|---|---|---|---|---|---|
NP when Attacked (%) | 4% |
Star Absorption | 98 | |
---|---|---|
Star Generation per Hit | 10.0% |
Bazett is cool. Counters are usually a strong mechanic in turn-based games, and while Bazett doesn’t fully deliver on that promise, she does get to do some neat things no one else can do. If Bazett’s kit were a little stronger—if, say, her NP granted invuln, like QSH’s does—or if there were a perfect support for her—if Reines could inflict skill seal for 3 turns or some such—Bazett would be amazing. As is, though, there’s no good way to fully mitigate her randomness. When all goes well, Bazett can do some legitimately great, fully unique things, but if she gets unlucky, Bazett can end up doing nearly nothing. She’s a fun Servant for gimmicky CQ clears, and there are a handful of situations where she might be the best option, but she’s not a general-use kind of unit. As a friend of mine put it, “She can do stuff that no other Servants can do, and she has flaws that no other Servants have.” Not a bad place to be, all in all, and it makes for good overall Servant design.
Overall: 8/10
Single-Target DPS: 9/10
AoE DPS: 4/10
Survivability: 2/10
Offensive Utility: 2/10
Defensive Utility: 6/10
Farming Usefulness: 6/10
Fatal Counter!: 10/10