Musashi/Strategy
NOTE: This page currently under construction.
(This page is for Musashi strategy guide. For the standard Musashi page, click here.)
Overview
Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Overview is sufficiently modified.
Musashi Miyamoto is a self-sufficient Glass Cannon thanks to his Combo on demand, his LB1 and LB3. All of the aforementioned things allow him to tremendously exploit his damage, with his element letting him hit anything with equal damage across the board which is bound to be very high, this also extends to his Charge, which is mostly useful for damaging. He gets Guts to ensure he survives any casualties he may face, allowing him to take risks if he wanted. He’s a character that’s easy to understand and executes his role quite well, just bear the timing of his LB3 and that Weakness can still be exploited by allies. You can further amplify his damage or endurance with any sort of buff or support, which he will fully approach thanks to his element.
Highlights
Adapted with permission from the Housamo Gameplay-Based Tier List. Remove this disclaimer when Highlights is sufficiently modified.
Class: Glass Cannon
Gameplay role:
Pros
+ Combo just by moving at a guaranteed chance, this allows him to heavily exploit his LB1 and LB3.
+ LB1 Weakness doesn’t just apply for his damage, it may be as short-lived as Critical but it still applies for ally damage as well. Consider him as leader due to Weakness being short-lived as an ailment.
+ KO insurance through LB2 Guts to survive the odds.
+ LB3 offers a huge damage surge for the turn he gets, paired with Default, you will maximize its effect by attacking twice under this buff.
Cons
- Combo isn’t entirely short-lived, but it absolutely demands to be proc’d if you want to exploit his LB1 and LB3.
- LB3 is not hard to misuse, and you must hit something if you want to approach it at all.
- Past damage, especially with LB3, Charge isn’t particularly noteworthy.
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) |
---|---|---|---|---|---|---|---|---|
6160 | 8141 | 3795 | 5390 | 1708 | 2425 | 3415 | 4851 | |
6799 | 8743 | 4432 | 6053 | 1995 | 2724 | 4255 | 5811 |
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) | |||||
---|---|---|---|---|---|
Musashi 【Debuffer】 |
Musashi 【Moveslut, CP Battery】 |
Musashi 【Healer, Tank】 |
Musashi 【Support unit】 |
Licht 【example of variant call】 |
Anyone / no one 【Flexible】 |
Cost: ≥X |
Example team function description.