Duo/Strategy
NOTE: This page currently under construction.
(This page is for Duo strategy guide. For the standard Duo page, click here.)
Overview
Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Overview is sufficiently modified.
Duo's an unusually modest, albeit idle support, supplying amazing defensive momentum through LB1 and helping his allies’ proc rates through LB3, besides a push in CP which can make him a pseudo-battery. His Charge is situational, but shines in situations where allies are being thrown bags of ailments. Sadly, Default and LB2 are mostly a bonus, with Charge being useless if no ailments are present, and LB2 needing him to be hit, he has no noticeable durability prior, which can be an issue. Both versions are technically the same, but given they’re mostly defined by LB3 and that 5☆ has Insight at a very high rate thanks to it applying to himself too, you may want to consider which version you’ll pick because of affordability and team Cost. His skill-evolved Fount of Wisdom+ gives him the unique trait of being able to bestow two skill activation rate buffs at a very generous rate, enabling him to make a number of situational luck-based strategies viable.
Highlights
Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Highlights is sufficiently modified.
Class: Defensive Support
Gameplay Role: Skill Activation Rate Augmenter
Pros
+ Amazing defensive momentum for his allies thanks to Evasion, which lends a free turn without having to worry about damage at all.
+ LB2 can make him a little sturdier thanks to the aptly named Defense Up buff.
+ LB3 turns him into a formidable CP battery increases his allies’ proc rates thanks to Insight, which makes room for curious interactions.
+ Able to bestow two proc rate buffs with Fount of Wisdom+ at a better activation rate while augmenting damage output
+ Charge can be good to erase most ailments for him and his allies.
Cons
- Sadly, Default is mostly a bonus due to his Charge being moderately situational.
- LB1, while amazing, is very short-lived, it won’t happen again until a new level begins.
- LB2 needs him to be hit, without any form to be durable before it procs, if it does.
Gameplay Role
Example gameplay role breakdown.
Stats and Seed Usage
Unit | Max HP (unseeded) | Max HP (seeded) | Max ATK (unseeded) | Max ATK (seeded) | Max normal ATK per square (unseeded) | Max normal ATK per square (seeded) | Max CS ATK per square (unseeded, SALV1) | Max CS ATK per square (seeded, SALV1) |
---|---|---|---|---|---|---|---|---|
6179 | 8158 | 3991 | 5634 | 1118 | 1578 | 2235 | 3155 | |
8429 | 10419 | 4604 | 6156 | 1289 | 1724 | 5157 | 6895 |
Example description
Team Synergy
Example synergy class
Example description
Checks and Counters
Example counter
Example description
Teambuilding Options
This section consists of user-submitted builds that may not necessarily be viable for high level quests.
Arbitrary Team Name
Team Details (submitted by UserName) | |||||
---|---|---|---|---|---|
Duo 【Debuffer】 |
Duo 【Moveslut, CP Battery】 |
Duo 【Healer, Tank】 |
Duo 【Support unit】 |
Licht 【example of variant call】 |
Anyone / no one 【Flexible】 |
Cost: ≥X |
Example team function description.