Kagutsuchi/Strategy
(This page is for Kagutsuchi strategy guide. For the standard Kagutsuchi page, click here.)
Overview
/ Kagutsuchi
As an early unit, Kagutsuchi has a very outdated and mediocre skill set. Moving a unit only to give himself ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff), an extremely common offensive buff now, and to allies Regeneration+400~800HP/turn for 4 turns (Buff) is not very impressive, especially with no access to defensive status effects. Don't expect much if anything from him until he gets an upgrade by means of skill evolution.
Jamboree Kagutsuchi
Kagutsuchi (Jamboree) is notable for occupying the niche of passive defensive supports among the likes of Triton, being able to give ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to allies with an After Buff skill timing, and also as a CP battery, giving Arousal+10CP/turn for 1 turn (Buff) to allies and 12 CP to himself and allies horizontal to him with an After Buff skill timing. These features alone make him notable, since he can provide an easy layer of defense/CP charging without moving. The rest of his kit helps to facilitate these goals: improved survivability through AdamantineDEF Up by 0.9x ~ 0.45x for 4 turns (Buff) which he triggers from his phase start WeaknessDEF Down by 1.2x ~ 2.4x for 1 turn (Debuff), more improved survivability by giving Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) to himself and healing allies after receiving damage, and a passive application of Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff) to himself and allies for healing. All of these effects make him a great option for adding defense and sustainability to a team lacking some.
With that being said, in actuality Jamboree Kagutsuchi is already quite similar to a preexisting unit, and that is Daikoku. Functionally, Jamboree Kagutsuchi's skill ranges are very much like Daikku's, in which Jamboree Kagutsuchi can only boost CP to allies horizontal to him, making an effective Slash range where he is in the middle. In fact, Daikoku is in some ways more consistent especially with regards to healing allies, so one can use Daikoku as a lower cost option to replace Jamboree Kagutsuchi. For example, Daikoku gives +24 CP to allies at a 90% proc rate unseeded, but Jamboree Kagutsuchi would need to buff his +12 CP skill with an 80% proc rate twice to match that numerically. For this reason, one might wonder what niche Jamboree Kagutsuchi has at all if a permanent low and high cost replaceable option exists already. This niche is that his skills rely on an After Buff skill timing, which presents a lot more flexibility in options and will be discussed in more detail further. Still, it is good to keep in mind that Jamboree Kagutsuchi's main weaknesses would be his consistency and the differing ranges in skill application.
Highlights
/ Kagutsuchi
Class: Healer, Glass Cannon
Gameplay role: Damage Dealer
Pros
+ Can give Regeneration+400~800HP/turn for 4 turns (Buff) to allies, which is a less common healing buff in comparison to Blessing+300~600HP/turn for 4 turns (Buff)
+ Can give ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) to himself after moving to boost damage
Cons
- Needs to move, doesn't do great damage even after moving
- Ardor is a very common offensive buff, so moving for just that to himself is not very impressive.
- No defensive options as a unit who needs to move to be useful
- CS effect is not great
- Limited weapon range
Jamboree Kagutsuchi
Class: Healer, Tank
Gameplay role: Defensive Support, CP Battery
Pros
+ Passive application of ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to adjacent allies through After Buff skill timing
+ Arousal+10CP/turn for 1 turn (Buff) and CP to allies horizontal to him through After Buff skill timing, CP also to self
+ Very high survivability due to Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) and AdamantineDEF Up by 0.9x ~ 0.45x for 4 turns (Buff)
+ Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff) to self and allies
+ CS gives decent healing to himself and allies
Cons
- Application of skill ranges differ and can be restricting
- Unseeded skill rates are inconsistent
- After Buff timing means that you will hear him a lot
Gameplay Role
Jamboree Kagutsuchi
After Buff CP Battery
Earlier in the summary, it was pointed out that Kagutsuchi (Jamboree) was functionally very similar to Daikoku even down to the range of skill application. As noted, the main distinguishing feature between the two units is that Jamboree Kagutsuchi depends on an After Buff timing, and it was stated that this provides a lot more flexibility. Here is a list of reasons why this timing makes a difference:
- Upper bound in CP - Jamboree Kagutsuchi's upper bound in CP application per turn is only limited by the number of buffs a team can give to him. Since he gets ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) to himself After Buff, he actually rolls his CP skill at least twice usually, as long as he received a buff other than Protection. As more and more unique buffs that are uncommon are introduced, this plays to Jamboree Kagutsuchi's favor where he can acquire an higher upper bound in CP over time. Examples include Poison ReversalWhen user is Poisoned: ATK Up by 2x, DEF Up by 0.6x, +400HP/turn for 1 turn. (Buff), TauntAdds aggro to unit for 2 turns. (Buff), Weapon Change (Blow)Changes the unit's weapon type to Blow-ranged for 3 turns. (Buff), etc. As a more visceral example, using Leannan Sidhe allows him to give up to 82 CP to himself and allies in one turn since he acquires five buffs from Leanan Sidhe, Protection from himself, and another +!0 CP from the effect of Arousal+10CP/turn for 1 turn (Buff).
- Positioning - In comparison to Daikoku, Jamboree Kagutsuchi achieves a greater flexibility in positioning, allowing him to tank in the front line and hide in the back line while still providing Protection and CP. This is an important feature since being cognizant of the sources of buffs and how Jamboree Kagutsuchi will apply his effects is essential to using him.
- Timing - While not obvious on paper, this is probably the most important point. After Buff skill timings interject the flow of battle, so Jamboree Kagutsuchi can boost CP in various different situations. For example, his initial acquisition of AdamantineDEF Up by 0.9x ~ 0.45x for 4 turns (Buff) is on phase start, meaning that he can give a +24 CP on phase start in the beginning of battle. So a team can be constructed to have Jamboree Kagutsuchi give CP on any timing, phase start, turn start, after receiving damage, etc. In particular, being able to give turn start CP is a very rare niche which allows Jamboree Kagutsuchi to counter the CP depletion of FearCannot move at will, -10CP/turn for 5 turns (Debuff).
- Enemy Independence - Since After Buff timings do not necessarily depend on Jamboree Kagutsuchi attacking or missing, he can generate CP regardless of where enemies are or what state he is in. That is, Jamboree Kagutsuchi will still generate CP even if he is under the effects of CharmCannot attack for 3 turns (Debuff) or PossessionBlock CS activation and on-attack skills, vertically reflect range, disables ability to hit enemies, and enable friendly fire for 2 turns. (Debuff).
Defensive Support
There are a couple things to note about Jamboree Kagutsuchi's survivability. First, his acquisition of Weakness on phase start is in order for him to trigger his Adamantine, and they effectively cancel each other out that turn. So for most of combat, Jamboree Kagutsuchi will have Protection and Adamantine up, if not at the very least Protection. His after receiving damage skill also allows him to resurrect allies from the dead similar to Maria, so positioning here is important if going for a risky maneuver. Likewise, that skill giving him Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) can make him effectively immortal if luck is on your side. Since it's not preferable to have healing be dependent upon being hit, Jamboree Kagutsuchi's main source of healing and sustain will come through his CS, so a team with him should try to make him CS as much as possible in order to improve the team's durability. Likewise, this is one reason to put him earlier in placement in a team but it's not essential.
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 | |
6180 | 8160 | 3693 | 5285 | 3693 | 5285 | 3324 | 4757 | |
7265 | 9276 | 3925 | 5476 | 2158 | 3012 | 5298 | 7392 | |
7064 | 9060 | 4128 | 5693 | 2270 | 3131 | 3468 | 4782 |
Jamboree Kagutsuchi
Jamboree Kagutsuchi definitely would like Skill seeds in order to improve the consistency of his skills. From there, since he is acting as a defensive support for the most part, HP and Level seeds should be prioritized before ATK seeds.
Team Synergy
Jamboree Kagutsuchi
Defensive supports with a buff that isn't Protection
That is, people who can apply a separate defensive buff like TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) or UnctionDEF Up by 0.85x ~ 0.425x, +150~300HP every turn for 2 turns (Buff). Units such as Marchosias and Kotaro (Beachside) are good examples.
Offensive Buffers
Since Jamboree Kagutsuchi uses a lot of After Buff skills, units who can give a lot of buffs frequently work well with him. Examples include Nobuharu (Festival), Chernobog (Beachside), and Taurus Mask (Christmas). As mentioned before, units with unique status effects and phase/turn start buffs are preferable. The best example of this is Shennong (Summer) who gives Poison ReversalWhen user is Poisoned: ATK Up by 2x, DEF Up by 0.6x, +400HP/turn for 1 turn. (Buff), a buff unique to him, to allies on turn start.
Units with good CSes
This category has a lot of potential people, so it's probably easier to note units that aren't reliant on their attacking/missing skills. All-ranged nukers like Cthugha or Balor are some easy examples.
AR Equipment
Jamboree Kagutsuchi
Kagutsuchi (Jamboree) has a quite a selection of potential ARs to choose from, some with very interesting and powerful effects. A Teacher and Student from Kamata allows him to receive a buff every turn start, thus effectively giving him a +24 CP turn start skill. This is a really strong ability as noted before, due its circumvention of CP reduction from status effects like Fear. The second AR which is also interesting is Single Bulls Club, which boosts his CP After Buff. Since Jamboree Kagutsuchi is already designed to do that, this AR makes it easier for him to approach his CS and heal the team more frequently and consistently.
Other ARs to consider include CS boosting ARs like Summoners Christmas and Ooeyama Onis. ARs which give him a buff in some form are also nice, such as Servants Side by Side.
Checks and Counters
Jamboree Kagutsuchi
CP Reduction
Units who can perform massive CP reduction such as through a skill like Dark Lord can counter Kagutsuchi (Jamboree). As noted before, this type of method isn't fool proof because Jamboree Kagutsuchi's After Buff CP can occur on turn start.
Buff Reversal/extra damage to buffs
In other words, Bael.
Skill locking debuffs
Jamboree Kagutsuchi is not immune to skill locking debuffs, so these can shut him down pretty easily.
Teambuilding Options
This section consists of user-submitted builds that may not necessarily be viable for high level quests.
Zao Meta
Team Details (submitted by milk) | |||||
---|---|---|---|---|---|
Chernobog 【Mixed Buffer, Healer】 |
Zao 【Tank】 |
Kotaro 【Moveslut, Damage Dealer】 |
Kagutsuchi 【Support unit, CP Battery】 | ||
Cost: ≥58 |
This is a team designed for vertical maps to show off using Zao. In particular, Kagutsuchi (Jamboree) is used to act as a CP battery so that Zao can give Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) frequently on top of the nukes from Kotaro (Beachside). Furthermore, it highlights the synergy between both Jamboree Kagutsuchi and Beachside Kotaro, and the synergy between Zao and Beachside Kotaro. Three offensive buffs are in rotation with ArdorATK Up by 1.2x ~ 2.4x, +5CP/turn for 2 turns (Buff) from Chernobog (Beachside), VigorATK Up by 1.2x ~ 2.4x for 3 turns (Buff) from Zao, and Nourishment+150~300HP/turn, ATK Up by 1.1x ~ 1.5x for 3 turns (Buff) from Jamboree Kagutsuchi. On the other hand, five defensive buffs are in rotation with ProtectionDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) from Jamboree Kagutsuchi, AdamantineDEF Up by 0.9x ~ 0.45x for 4 turns (Buff) from Zao, TenacityDEF Up by 0.9x ~ 0.45x for 1 turn (Buff) and EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff) from Beachside Kotaro, and UnctionDEF Up by 0.85x ~ 0.425x, +150~300HP every turn for 2 turns (Buff) from Beachside Chernobog. Thus, for any quest that doesn't feature any major detrimental debuffs, this team is able to tank through most content.
Positioning-wise, this team has Beachside Kotaro act as the centerpiece while Beachside Chernobog hides behind him and Zao protects him in the front. Jamboree Kagutsuchi exists on the sides, boosting the CP and defense of whoever needs it. This column formation is important for the activation of Zao's skills. Once these buffs are acquired, it's possible to break this formation as seen fit. With five defensive buffs at any time, breaking formation to do something like put Jamboree Kagutsuchi in the center front to charge his allies' CP is a relatively safe maneuver. Finally, Guts adds one more layer of protection, and Beachside Chernobog can be used to heal that unit from the brink of death.