Execute 1~5 Hit-attacks and gain +ATK for the number of attacks delivered. (If player already has +5 ATK, each attack deals extra fire damage instead)敵に打属性のダメージを1～5回与え、攻撃数字分だけ攻撃力を上昇（攻撃力+5の時、炎の力を帯びた打属性ダメージ）
When main card’s attack skill activate, skill Efficacy +10% (for every buff the enemies have, add +6% each, up to 40% maximum)親分の攻撃スキル発動時、スキル威力10%UP（敵のステータス上昇毎に、スキル威力6%UPし最大40％UP）
Coming into a low-competition area, Eliel cleans up and even possibly dethrones Apollo former position as an offensive buffer. Boasting amazing stats, the ability to potentially flash buff your attack, and an incredibly damaging move that upgrades itself to do elemental damage when needed, Eliel seems to have it all at the moment. However, his position is a little less clear cut than one would think.
Eliel's skill rolls much like Beryl and Ranmaru do- from 1-5, leaning towards a 3-hit. He gains a buff stack for each attack, meaning normally he will basically act as a +3 atk buff with a three hit, which is still very very good. However, at max buff he will gain elemental damage instead, making him even more effective against green targets- So even rolling a three he is generally stronger than most 3-hits. Couple this with an amazing attack stat and Eliel can be very scary.
But the threat of 1 and 2 rolls are still very real, despite the skewed chances in favor of doing better.
As a sub, Eliel's sub skill is of note, boasting an unconditional +10% skill efficacy that increases by 6% for each buff the enemy has- and increases to 40%, an absurdly high number. For dungeons where buffs on the enemy are plenty, centralized, and quick (Like Senjuu was) this ends up absurdly powerful, especially as he works on enhance cards who are capped normally at much lower numbers.
The problem again comes based on the fact the buffs must happen first- And that you'd be sacrificing Eliel as a main card. Still, if you somehow end up with spares, it's certainly a very powerful sub ability in the right dungeon.'
Overall, Eliel is a very strong card- the only real weakness would be his somewhat mediocre super fusion, only offering buffs and a suspiciously generic name.
(At ATK+5, each attack will have 1.75x elemental modifier to Wood targets)
Eliel's buff rate is a flat 1.0 per hit and this value cannot be boosted.
Eliel's skill has dual usability- offering a potential huge buff on a high roll, along with devastating damage. Once the buff is no longer relevant, it also gains an extra elemental attack (same multiplier as the standard hits) that will just simply make you hit even harder against the right targets, and help stymy the threat of lower rolls. So, on top of the initial gimmick of 'rolling' for number of hits, buffs are important to Eliel.
As such, despite his threat to Apollo as a flash buffer- Apollo's consistent ability to flash buff very well makes him a great companion card to Eliel, allowing you to improve his skill faster. Other suggestions could include Ham_Han, who can combine with an enhance card to max your attack instantly.
Again, this skill is at it's absolute worst a flexible unconditional +10%, and at best a huge 40% boost. This beats most of the common straight+ cards for skills, and would only lose on most attackers due to the loss of skill icon bonus, which is significant. For smash cards, Eliel could very well be an amazing card if you wish to allow him to take back seat to someone else.