Anna Analysis
This is part of a series covering the VA-11 Hall-A dolls. You can go back to the overview here.
Nano Ghost. Cost: 1 Fairy Command
In the next battle, T-Dolls in the front column gain 30% evasion but lose 20% damage while other T-Dolls gain 20% damage but lose 30% evasion for 20 seconds.
Aura: 25% FP, 30% ACC, 65% EVA, 8% Armor.
Anna is usually considered as a variant Warrior fairy who trades some ROF for more evasion. This is a reasonable comparison - both of their auras are rather weak, and their skill directly boosts DPS back to more normal levels.
With skills activated, Anna adds 50% FP in total and 114.5% EVA in the first 20 seconds (plus 30% ACC). Warrior offers a 65% net DPS increase split across FP/ROF, 80% ACC, and just 40% EVA.
Unfortunately, Anna has to compete with more fairies than just Warrior. Artillery gives 55% FP and 56% EVA, at no fairy command cost. Parachute goes up to a 90% DPS boost, and Taunt/Twin/Shield/Beach have incredibly useful defensive skills.
For more comparisons with other fairies, see this spreadsheet.
Historical Uses#
- Anna was relatively popular in Singularity ranking to kill M16, although a number of other 5-star fairies (Warrior, Command to start) also worked.
Conclusion#
Anna offers decent DPS and lots of EVA, but needs fairy commands to perform. And at that point, several other fairies give you more bang for your buck.
Event fairies only need 550 development XP to raise to 5 stars and you're given three copies to start with, so she's a reasonable investment to get your first high-rarity fairy - especially if you have prototypes from a previous event. But in that case, you should also have Desert which will be more useful in the future.
Optional.
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An updated perspective
Reworked skill testing