Garmr/Strategy

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NOTE: This page currently under construction.

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

Overview

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

Garmr is a decent tank thanks to Tenacity, which increases his durability to considerable levels by moving and allowing LB1 to be safely proc’d, it having an effect that’s amazing to anything behind him, Evasion is a broken damage reduction effect that can let any who have “when damaged” be able to trigger them without worries. Accel is a moderate CP buff that quickly adds up with other CP effects, which allows him to reach his Charge faster. His damage becomes dramatically higher with LB3, it may be momentum-based, but pulled off correctly he will erase whatever thing you put in front of him (especially with Charge), it also applies Accel to his party, whose effect has already been stated. Watch out for the self-damage of his LB3, it can quickly add up and cripple his survivability, a dedicated healer is recommended, alternatively, throw some more damage buffs and watch him nuke even harder, which is easy to do with said buffs being pretty common, Combo is especially good to help him approach his LB3 to the fullest in case his first hit didn’t defeat his targets.

Highlights

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

Class: Bruiser

Gameplay Role:

Pros

+ Traditional increased durability through Default Tenacity on demand.

+ LB1 is amazing to protect his backline allies, dramatically reducing the damage they take thanks to Evasion.

+ LB2 Acceleration stacks well with other CP effects, allowing him to reach his Charge earlier, which thanks to LB3 boasts of ridiculous damage and extends Acceleration to others.

+ LB3 Critical+ makes his damage skyrocket for the turn it’s available.

Cons

- Demands being under Tenacity in order to take the hits for his allies to approach LB1.

- Be mindful of his LB3 self-damage, it quickly adds up to all the damage he’ll take, and can cut his survivability short, which he needs to protect his allies.

- As for LB3 itself, he must absolutely hit something when he gets it in order to approach it given how short-lived it is as a buff.

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)
Icon frame rarity 3.pngNether element icon.pngBlow weapon icon.png 6183 8163 3994 5638 3994 5638 4394 6202
Icon frame rarity 4.pngNether element icon.pngThrust weapon icon.png 6938 8896 4257 5859 2341 3223 7024 9668


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)

Garmr
【Debuffer】

Garmr
【Moveslut, CP Battery】

Garmr
【Healer, Tank】

Garmr
【Support unit】

Licht
【example of variant call】
Unknown icon.png
Anyone / no one
【Flexible】
Cost: ≥X

Example team function description.

Gameplay examples