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2 Yutaka Gotanda

CV: Wataru Komada
ATTACKER

Rating

A

DPS Role

B

Reroll Target

Summary

Biography

CV Wataru Komada
Birthday April 10
Height 185cm
Weight 78kg

Basic info

Attack Ability
Break Ability
Support Ability
Operating Difficulty

Stats

Stats are calculated at lvl , rank

Yutaka Gotanda
HP HP 0
Attack Attack 0
Defense Defense 0
Support Support 0
Stamina Limit Stamina 0
Stamina Limit Crit Rate 0
Stamina Limit Crit Damage 0

Rank Up Costs

Upgrade materials and kane cost.

Total Costs

Total Kane: 0

Featured Events

No featured events available for Yutaka Gotanda.

Related Content

No related content available for Yutaka Gotanda.

Pros

Highlighting Yutaka Gotanda’s strengths
Simple: Gotanda’s kit is straightforward, letting you focus on surviving or positioning for maximum DPS.
Safe: As a ranged DPS with no need for close-range fights, Gotanda can safely output DPS from a distance.
Great Mobbing: Gotanda can clear overworld enemies quickly thanks to his ultimate. He doesn’t need max charge to kill weaker mobs, and his ultimate auto-target swap after a kill speeds him up.

Cons

Pointing out Yutaka Gotanda’s weaknesses
Mediocre Break Damage: Gotanda’s break speed is lacking.
Mediocre Strategy Skill: Positions him closer to the enemy than he’d prefer, consumes a lot of stamina, and offers only average damage and break while also burning half his charge.

Review

In-depth Build and Guide
Overview

Gotanda is a ranged DPS with a simple yet satisfying playstyle. To quickly summarize it: hold secondary fire to laser beam enemies until his charge is maxed, then ult for an even bigger laser beam to finish off whatever’s still alive. Despite being a 2* character, Gotanda can output very high damage when properly built, but he does suffer from a few key weaknesses that keep him from being rated among the 3* DPS.

Charge

Gotanda’s unique meter is called Charge. It’s built using his primary or secondary attack, and spent by his strategy skill or ultimate. By default, you can have up to 40 charge (50 with his final dupe). Charge mainly empowers his ultimate, granting it a sizable crit rate boost, plus extra damage or team buffs from his passive skill 1/2.

Primary Attack

Gotanda fires orbs at the enemy. Holding down primary attack shoots them slightly faster, and he can drift around while doing so. It’s mostly filler when you’re out of stamina for his secondary. Builds 1 charge per hit.

Secondary Attack

Gotanda BEAM. After a brief wind up, he fires a laser while draining stamina. He can still move, and it auto-locks on the target, making it easy to kite or chase enemies. Damage is released in ticks. This is your main damage filler between ultimates, and the primary way to generate charge. Builds 2 charge per hit.

Counterattack

A dodge counterattack (works on any attack). Gotanda spins away while firing shots, adding some mobility around him. Decent enough for what it is.

Strategy Skill

Costs 20 charge (15 if you have dupe 1). Gotanda leaps at the enemy, slamming down. While not fully awful, it’s rarely great: it sacrifices his ranged safety for a small burst of damage and break. The big stamina cost makes it tough to reposition afterward, so timing is crucial.

Ultimate Skill

Costs 2 Tension Bars and all charge. After a quick animation, Gotanda fires a massive laser that ticks damage to enemies within its beam. If the initial target dies, it will automatically lock on the next nearest enemy. Each point of charge gives +1 crit rate, so at max charge (40 or 50) that’s 40/50% crit chance. While it won’t hit Miu-level highs or Iroha’s one-shot, Gotanda’s ultimate has a notable advantage in duration, AoE, and lock on, making him great at mobbing. Because he doesn’t need much ramp up time, he can quickly tear through weaker enemies.

Chain Skill

Gotanda charges forward, slamming the enemy with his laser arm. If an enemy is near breaking, they’re probably stunned long enough for you to keep beaming them anyway.

Combos (If Operating)

Simply hold secondary attack unless you run out of stamina, then switch to primary. Use ult to wipe out mobs or at full charge vs bosses. Positioning to hit multiple enemies is key. Otherwise, versus single targets, just do the usual beam spam.

Tips
  1. Align yourself so your secondary or ultimate hits multiple enemies at once if possible.
  2. Ultimate Skill Efficiency is important for back-to-back ult combos. Consider using your ult right before the enemy’s second break so you can chain ult twice, staying invulnerable.
Potential
  • Fighting Instincts: +24% Primary, +48% Secondary, +10% Counter, +48% Strategy, +60% Ultimate, +240% Chain per rank.
  • Survival Instincts: +10% HP, +10% Def, +100 Stamina per rank.
  • Coordination: +20 support per point.
  • Passive 1: Ult Skill Damage +1.2% per Charge stack each rank (up to +6%/rank). At max charge, that’s +48/60% at rank 1, +240/300% at rank 5.
  • Passive 2: On ult use, entire team gains 0.25% Attack per charge stack each rank (up to +1.25%/rank). That’s +10/12.5% Attack at rank 1 or +50/62.5% at rank 5.

Fighting Instincts or Passive 1 are best. Fighting Instincts boosts overall damage, while Passive 1 massively increases ultimate damage based on your charge. For mobbing, Fighting Instincts wins (you’ll ult right away on ambush with no charge). For bossing, Passive 1 is better if you can stack charge. Passive 2 is fun for sub DPS or secondary spam builds, and extra ranks help with double ult setups or Bombard synergy.

Dupes
  • T1 (Upper Hand): When using “Extensive,” reduce 5 [Charge] consumed. Not bad, but strategy skill usage remains situational.
  • T2/T4: More Potential Gems, always good for a DPS.
  • T3 (Saving Energy): When stamina ≤ 500, -50% stamina cost for secondary attack. Lets you laser longer.
  • T5 (Charge Expansion): +10 max Charge. His best dupe by a lot, adding another +60% from Passive 1 or +12.5% Attack from Passive 2,
    plus +10% crit for his ultimate.
Operating Character

Gotanda’s AI is passable but not great; it spams secondary and strategy skill haphazardly, plus it kites with primary when stamina is low. Playing him manually is better, though it’s not horrible to let AI run him.

Conclusion

For a low-rarity DPS, Gotanda is surprisingly competent. He won’t out-DPS top 3* characters (aside from a weakly built Tsuruko), but his damage is solid.

Synergy

Characters that work well with Yutaka Gotanda

Gotanda likes teammates who help gather enemies or excel at breaking to mitigate his poor break speed. Tanks are also nice so he can focus on damage.

  • Eiji Todoroki
    Eiji Todoroki
    Todoroki’s ult buff massively improves Gotanda’s secondary attack. His crit field can remove any need for Tension Card crit, especially at T5. As a tank, Todoroki also forces mobs to bunch together.
  • Tsuki Iroha
    Tsuki Iroha
    Great break values, AI friendly, +10% crit on chain, plus tension fueling from Passive 1.
  • Kazuki Aoyama
    Kazuki Aoyama
    With Kazuki’s signature Tension Card, you’re set for crit. AI Kazuki also breaks well.
  • Jio Takinogawa
    Jio Takinogawa
    25% defense shred, lots of hits for synergy, plus decent break. Possibly overkill, but still strong.
  • Mita Santaro
    Mita Santaro
    Good for gathering enemies, but a lesser Todoroki overall.
  • Roku Saigo
    Roku Saigo
    Tanks are good, but they can’t match Todoroki.
  • Q
    Q
    Same as Roku.

Best Team Composition

Party building guide for Yutaka Gotanda

Low-Rarity Team

Decent low-rarity synergy. Todoroki’s ult helps them both, and they provide tension for more frequent Gotanda ults.

Yutaka Gotanda
Tsuki Iroha
Eiji Todoroki

Premium Team

A premium version. Kazuki covers break, Todoroki helps gather/boost, and they provide all the crit rate Gotanda needs. Kazuki’s shield is also handy if AI Todoroki messes up.

Yutaka Gotanda
Kazuki Aoyama
Eiji Todoroki

Best Compatible Monsters

Best Compatible Monsters for Yutaka Gotanda

DPS Build

Set Bonus: Gladiator or Attacker are his best. As always, substats matter more than set bonuses.

Sub Stats: Standard DPS approach: Critical DMG Multiplier and Attack to maximize damage. He already gets free crit rate from max
charge, plus it’s easy to stack more via Tension Cards. Ultimate Skill Efficiency is valuable if you want an ult-focused build, letting you do more
ults overall. A perfect piece might have Critical DMG Multiplier IV+, Ultimate Skill Efficiency IV+, and Attack III.

Patimon sets

  • GladiatorGladiator
    2-piece: Increases Ultimate Skill DMG Multiplier by 25%.
  • AttackerAttacker
    2-piece: Increases Attack by 15%.

Patimon stats

  • Critical DMG Multiplier
    Attack
    Ultimate Skill Efficiency

Best Tension Cards

Best Tension Cards for Yutaka Gotanda

Because Gotanda’s damage is heavily from his ultimate and secondary, any Tension Card boosting these helps. He can skip some crit rate due to his innate synergy with max charge.

  • Strike Zone + Full Party: He likes the 32% crit rate, and Strike Zone also boosts his secondary attack.

  • Things To Hold On To: If running Kazuki, this can grant more crit rate than the Unity duo, all in one card.

  • Bombard: With ult efficiency lines, Gotanda can potentially ult twice if timed around the second break. Likely strong in future
    content with beefier enemies. Tension help from Todoroki or Iroha is recommended.

  • Endless Serving/Vanquish + Limit Point Generator: Good for longer fights; he triggers Reconstruct well.

  • Leading Wisdom + Kingship Generator: For a heavy ult-focused play. This offers ult damage and tension cost reduction, both great
    for him.

  • Other synergy notes: Control + Unyielding Negotiation is okay but more about primary attacking, which he doesn’t focus on. Plenty of
    1/2* cards can buff secondary attack if you prefer. Detonator is fun, though better abusers do exist.

All Party Members All Party Members

When a Secondary Attack hits, increase Secondary Attack DMG Multiplier by 2%.
At the start of battle, grant party members [Unity].

All Party Members All Party Members

Increase Critical Rate by 18%, and increase Defense point by 18%.
When granted [Unity], there will be 2x effectiveness.

Characters: Conditions Met Characters: Conditions Met

When granting Shield, grant party members [Night Time Ponder] while increasing Critical Rate by 15% for 30s.

[Night Time Ponder]
Maximum 3 stacks.
Increase Critical Rate by 10% for each stack.
When under [Night Time Ponder], each time an Additional Attack hits, stacks will increase.

Characters: Conditions Met Characters: Conditions Met

After executing an Ultimate Skill, if an Ultimate Skill is executed within 10s, increase the Ultimate Skill DMG Multiplier of that character by 80% for 10s.

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Increase Ultimate Skill DMG Multiplier by 50%.
Based on the stacks of [Reconstruct], further increase Ultimate Skill DMG Multiplier by 2%.
When an Ultimate Skill is executed, party members' [Reconstruct] will be removed.

Reconstruct[Reconstruct]

Maximum 50 stacks.
Based on the number of stacks, increase own Critical DMG Multiplier by 0.1%.
If the number of stacks doesn't increase within 5 seconds, all stacks will be removed.

Characters: Conditions Met Characters: Conditions Met

When a Primary Attack / Secondary Attack hits, increase Primary and Secondary Attack DMG Multiplier by 40%.
Based on the stacks of [Reconstruct], further increase Primary and Secondary Attack DMG Multiplier by 1.6%.

Reconstruct[Reconstruct]

Maximum 50 stacks.
Based on the number of stacks, increase own Critical DMG Multiplier by 0.1%.
If the number of stacks doesn't increase within 5 seconds, all stacks will be removed.

Characters: Conditions Met Characters: Conditions Met

When a character executes an Ultimate Skill, increase Ultimate Skill DMG Multiplier by 25% for 5s.
Consume all party members' [Kingship] stacks, and for each stack of [Kingship] consumed, decrease the amount of Tension consumed to execute the Ultimate Skill by 1%.

Kingship[Kingship]

Maximum 30 stacks.
Based on the number of stacks, increase own Primary Attack/Secondary Attack/Chain Skill DMG Multiplier by 0.1%.
When Stamina is recovered outside of basic Stamina recovery, gain 1 stack.

Characters: Conditions Met Characters: Conditions Met

When a Secondary Attack hits, increase Secondary Attack DMG Multiplier by 15%.
When attacking an enemy under [Control], increase Primary Attack DMG Multiplier by 15%.

Control[Control]

When the operating character takes damage from an enemy under [Control], decrease the enemy's Tension by 3.
When launching an attack towards an enemy under [Control], increase own Critical Rate by 15%.

Characters: Conditions Met Characters: Conditions Met

When dealing a Critical hit, launch an Additional Attack with 50% x3 Action DMG.
Towards targets under [Control], launch an Additional Attack no matter if a Critical hit is dealt or not.
When the effect is active, consume Tension by 2.

Control[Control]

When the operating character takes damage from an enemy under [Control], decrease the enemy's Tension by 3.
When launching an attack towards an enemy under [Control], increase own Critical Rate by 15%.