these are solid ideas, hopefully some of these will actually work~ its seems like im the only one who would use her as a battery as everyone is trying to use her as a zoning character~ but its really up to the player to use the character they see fit, if it works you can’t complain about results~
it seems like the General Gem sets seem to be the following:
All Around: selecting a gem in each category.
-Pros: well balanced
-Cons: nothing remarkable, may not cover up characters weakness.
Power: selecting Gems that increase overall damage output.
Pros:With a damage boost Combos will surely be more damaging, punishes be come very scary.
Cons:Over aggressive playstyle may lead to punishment/predictability.
Defensive: selecting Gems that boost up damage reduction/give armor.
Pros: Turtle Characters feel right at home with these Gems, increased durability is always a good thing~
Cons:Good Rushdown will always be a problem, some activation requirements involve taking damage and overall making it less effective in the long run.
Speed: selecting Gems the increase movement speed
Pros: Dashing, backdashing, walking, all become faster then normal, characters with good rushdown can use this to get in.
Cons:Abusing the Gems speed increase may lead to the player to dash or do moves other wise unsafe more often then not.
Cross Gauge: selecting Gems that affect the C.Gauge.
Pros:Increase in meter leads to more opportunities and options, more meter usually means more damage or being able to make things safe, emergence tag outs.
Cons:Opponents will try to run away during Gem duration, may result in predictable patterns, does not give any other boost outside of more meter.
Assist: Selecting Gems that do a verity of things
Pros: these gems are specialty Gems, they have a wide range of unique abilities, give the player support in areas they are unfamiliar with.
Cons:usage of meter, can me baited, some are not good for un-experienced players.