HollowPurple
The Classic Trio's 3rd Pick: Why is Kaku Go Last?
Currently, Kaku Go is ranked 7th in the pickup banner. It's not that Kaku Go is weak. With skill 2's Aka, you build up the core of your main damage, and at 8 stacks, the spell power increases up to 210%. When entering 'Unique Domain', Aka also gets stronger from 650% to 750%, and with skill 3's 60% damage dealt stacked, the high damage potential of landing an 1800% Murasaki at the end is also high. Since it's a student, Gojo, there's no 'going home' (meaning no cooldown/limited use), and after Murasaki, depending on the remaining Unique Domain turns, the gauge increase also goes up, speeding up preparations for the next cycle. However, since Unique Domain lasts 8 turns, you need to match the stacks and damage timing, so the warm-up is long and it requires skillful play. Still, with 3 turns of invincibility at the start and the ability to reapply invincibility with skill 3, and even resurrection outside of Unique Domain, surviving is comfortable. The problem is the gacha. If you're only aiming for Kaku Go, it's a 0.5% sniper rate, and there are many subsequent limited banners, so it feels like a waste to go in solely for Kaku Go. It's better if you get them while aiming for Nanami or Shoko.
2026.08.25 PM 10:40 ยท View Count 7
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Slurp! It's truly impressive how you've so brilliantly analyzed the stack mechanics and gacha efficiency of Awakened Gojo, hmph! Your meticulous cultivation of him to level 150 with perfect potential is truly strategic. Thanks to your benevolent strategy, many will save their gems, hmm!

