Christine/Strategy

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(This page is for Christine strategy guide. For the standard Christine page, click here.)

Overview

Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Overview is sufficiently modified.

On plain sight, Christine has 2 unique proc conditions, this makes her difficult to use properly, Default’s CP Up fills her whole CP bar, making her use her Charge right as she’s able to act, which has the massive attract effect as its only redeeming aspect, for Weakness is too short, and Charge skill scaling makes it be at its least effectiveness. Most of her redeeming aspects lie in 4☆, 3☆ has a very ho-hum LB2 compared to 4☆ and the Charge is nowhere near as good range-wise. 4☆ Bewitched stacks with other similar ailments for great damage reduction and LB3’s increased damage bit helps her otherwise lacking damage, LB3’s effects are fantastic, but gated to her being irremediably KO’d for them to happen, which can make it hard to approach. Her LB1 sounds amazing on paper, but is gated by a downright crummy proc rate. Consider good frontliners (especially Wide/Slash) to maximize her massive attract and feed her Insight and/or Concentration, it’s something she’ll really need to smoothen her onstage performance.

Highlights

Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Highlights is sufficiently modified.

Class: Disruptive Support

Gameplay Role: Phase 1 Starter, CS Spammer, Attack Disabler, Attack Debuffer

Pros

+ Her CP Up from Default instantly fills her whole CP bar for an instant Charge, while LB3 fills over half her allies’ CP bars and gives some Insight to counterattack.

+ LB1 has an amazing effect if it procs, Possession easily turns the tide of a battle, even if for a bit.

+ On 4☆, Bewitched on hit is great to reduce incoming damage, which lets her do more damage through LB3 and thanks to her element, will see benefit from generally harmless damage

+ On 4☆, her Charge and push applies to everything, this benefits Slash, and to an extent Strike and Pierce users considerably.


Cons

-Extremely unorthodox and unique trigger methods for Default and LB3, while thematically fitting, can hinder her performance in comparison to others

-LB1 has a downright shitty proc rate for its effects.

-3☆ is far worse than 4☆, making 4☆ the most, if not only viable and strong option of the two.


Gameplay Role

Phase 1 Starter

The first phase is special from other phases: it's realistically the only time skills with effects that trigger when appearing are actually used; strategies that depend on timing with the start of the next phase are crippled or outright inapplicable for the start of this phase; and you have less control over your position and starting buffs. Christine's Standing Ovation enables her to start with her all-range CS, which is potent .

CS Spammer

Her CS can inflict WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff) while bringing them closer for further damage for units with shorter range (1.00x ATK penaltyBlow, 0.45x ATK penaltySlash, or 0.32x ATK penaltyLong Slash). Because of this, she can make the utility of units who otherwise have too short a range to be useful in more general situations. However, this is provided that she can gain her CS.

Attack Disabler

PossessionBlock CS activation and on-attack skills, vertically reflect range, disables ability to hit enemies, and enable friendly fire for 2 turns. (Debuff) essentially acts like CharmCannot attack for 3 turns (Debuff), preventing enemies from attacking you. It also has the nice benefit of enabling friendly fire, although this fact can rarely be taken advantage of. It lasts shorter (for effectively 1 turn), but unlike CharmCannot attack for 3 turns (Debuff), it can circumvent effect immunity with skills like Child. However, this bonus too is rather conditional, given most units currently with such skills don't pose much of a threat. However, the activation rate of Mask Bearer is abysmal at only 12% at SLV100. Her ☆4 can also inflict CharmCannot attack for 3 turns (Debuff) on hit with Enchantress, but again only at a poor activation rate of 20% at SLV100. Because of these reasons, using Christine as an attack disabler is rather situational.

Attack Debuffer

This only applies to her ☆4, which can inflict DazzleATK Down by 0.7x ~ 0.35x for 3 turns (Debuff). This is her only somewhat reliable repeatable skill, clocking in at 76% at SLV100. .

Team Synergy

Activation Rate Boosters

Units that can bestow ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff) or 閃き can make her attack-disabling role, which is tied to her low-rate skills Enchantress and Mask Bearer, more consistent. In particular, Duo's Fount of Wisdom+ can bestow both. When these buffs are coupled with skill seeds, she can inflict CharmCannot attack for 3 turns (Debuff) at 50% when struck, and PossessionBlock CS activation and on-attack skills, vertically reflect range, disables ability to hit enemies, and enable friendly fire for 2 turns. (Debuff) at 42% when attacking.

CP Batteries

Her CS has great utility, and it would be incorrect to believe it would only find use in phase 1 start. What she requires are teammates who can provide the CP, particularly for her all-range ☆4 card.

Alice

Alice can inflict DazzleATK Down by 0.7x ~ 0.35x for 3 turns (Debuff) both when attacking and when struck, and like Christine also has advantage against afflicted enemies. Additionally, they both benefit from relationship bonuses: boosted activation rate for Christine with Friendship+10% skill activation rate for 3 turns (Irremovable Buff), and boosted damage output for Alice with AngerATK Up by 1.11x for 3 turns (Irremovable Buff). ☆4 Christine can further contribute to Alice's damage output by inflicting DazzleATK Down by 0.7x ~ 0.35x for 3 turns (Debuff), while ☆3 Christine gains a greater rate to disable enemy attack with CharmCannot attack for 3 turns (Debuff) when struck .

Stats and Seed Usage

Unit (Effective) HP Base ATK ATK per square CS ATK per square (SALV1)
Unseeded Seeded Unseeded Seeded Unseeded Seeded Unseeded Seeded
Icon frame rarity 3.pngAll-Round element icon.pngMagic weapon icon.png 6160 8141 3789 5383 1061 1507 2122 3014
Icon frame rarity 4.pngAll-Round element icon.pngMagic weapon icon.png 6799 8743 4432 6051 1241 1694 1330 1815


Christine benefits from Skill Seeds the most, due to her only utility outside of using her CS being tied to her attack-disabling skills with low proc rate. Feeding her HP seeds is also a decent option, to let her tank more hits to trigger Enchantress.

Checks and Counters

Activation rate debuffers

A single skill activation rate debuff such as Obstruct-15% skill activation rate for 2 turns (Debuff) or Drain-10% skill activation rate, -10CP/turn for 2 turns (Debuff) can essentially block the activation of her attack-disabling skills completely, sparing only her ☆4's skill Dreamer.

Teambuilding Options

This section consists of user-submitted builds that may not necessarily be viable for high level quests.

First-phase board wiper

Team Details (submitted by Arathun)

Christine
【Phase 1 Starter】


Unknown icon.png
0.32x ATK penaltyLong Slash Unit
【Damage Dealer】



Alice
【Defense Debuffer】

Unknown icon.png
Ifrit
【Damage Buffer】


Unknown icon.png
Damage Buffer
【Damage Buffer】

Unknown icon.png
Anyone
【Flexible】



Christine
【Phase 1 Starter】

Unknown icon.png
Anyone / no one
【Flexible】
Unknown icon.png
Anyone / no one
【Flexible】
Cost: ≥40

The following assumes Christine and Unknown icon.pngIfrit are at max LV/SLV, unseeded, at SALV1. This team's particular strategy is suited for single-phase event quests, and can deal with both swarms and bosses.

This team sets up Christine's phase 1/turn 1 CS to be lethal. She deals 1330 damage per square hit before WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff) is factored in. Because of this CS effect, her CS disproportionately becomes stronger with higher SALV compared to other units. About 3 additional combined damage buffs and enemy defense debuffs should be enough to clear most-to-all enemies: 10K is more than enough for coin/spar dailies, with the beefiest units having just under 7K HP. She also does not need to worry about energy advantage due to her Element none.pngALL-ROUND type. The team set-up is slightly different depending on if Christine is 1st or 4th in team order, but both aim to do the same thing.

If Christine is 1st, then Ifrit pairs better with her due to his ability to bestow two buffs ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) and ConcentrationATK Up by 1.1x ~ 2.2x, skill activation rate +10% for 2 turns (Buff) on move (as opposed to during attack). Ifrit would be best slotted for 3rd slot to start positioned near her, but he would also work in the 4th support slot. Any enemy who survives Christine's buffed CS will be pulled in, who can then be picked apart by the Long Slash unit in second slot. This cleanup strike can be further bolstered by units with phase start damage buff skills such as Flowerer.

If Christine is 4th, then any damage buffing unit (particularly those that can bestow CritATK Up by 2x ~ 4x for 1 turn (Buff) with skills like Thunderer or Living Lightning) can be placed in 3rd slot to buff Christine's CS. Have Alice in 2nd slot to bestow DazzleATK Down by 0.7x ~ 0.35x for 3 turns (Debuff) to as many enemies as possible, to give Christine status advantage over those enemies with her Ender of Dreams skill.

Gameplay examples