Shiva/Strategy

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NOTE: This page currently under construction.

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

Overview

Shiva

Shiva, The Destroyer, will certainly deliver on his title. Boasting constant ComboATK Down by 0.6x (excepting charge attacks), attack twice each turn for 2 turns (Buff) with up to three offensive buffs (one of which can extent to his whole team) while ignoring EvasionDEF Up by 0.01x ~ 0.005x for 1 turn (Buff), plus the added offense and defense from his synergy with DarknessATK Down by 0.9x ~ 0.45x, block CS activation for 3 turns (Debuff) on move means very few enemies will survive his wrath. Said Darkness is also his means of containing his power of universal annihilation that is his CS, which he has enough ways to charge to use it every other turn. With a unique 10x damage multiplier, HP Down and purge of all normal statuses across the board, Shiva's CS will always apply his ATK value to all enemies, but this can be increased by unconventional means such as Fuxi's Non-Obstruct WeakeningWhile user does not have Obstruct: DEF Down by 4x for 999 turns (Irremovable Debuff) or Mephistopheles' [[|No name provided .]]No description provided. (Unknown). Such tremendous power comes at the expense of much options for defense, though Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff) and the defensive component of having Darkness will allow for some survivability should enemies be able to fight back. Whether to cleanse status effects without discrimination, to destroy the universe or destroy certain targets, Shiva will deliver.


Summer Shiva

Shiva (Summer)'s new playstyle can be considered an inverse of the base: While Base Shiva rotates between regular, short ranged but devastating strikes and his global annihilation, Summer Shiva rotates between regular global destruction and a devastating single-target CS. Though is default range is 1.00x ATK penaltyBlow, LB1 and his CS ensure that he can keep 0.10x ATK penaltyAll range indefinitely. Unlike units such as Alp or Echo, Summer Shiva's kit is designed to use this range entirely for offense by moving and applying Burn-300~-600HP/turn for 5 turns (Debuff) to enemies in a large area, where the actual status' damage is unlikely to even tick with Shiva doing 5x damage to them. Keeping his unique skills from Base in LB2, he can gain even further damage as well as control over when to refresh his global assault with his CS. LB3 allows for some utility by applying CharmCannot attack for 3 turns (Debuff) to enemies who might survive to hit him, after which they are even less likely to survive his attacks, though with only Darkness for self-defense it should mostly be concidered a bonus. Lastly, beyond letting him retain All range, his CS can provide some sustain and keep enemy skills down should his target survive the devastating blow. Overall, Summer Shiva is a unique reverse of Base Shiva that discards his status purging for some welcome utility, with his damage able to easily surpass Base now that he can safely receive external buffs.

Highlights

Shiva

Class: Glass Cannon

Gameplay Role: Damage Dealer, Status Cleanser

Pros

+ Tremendous Evasion-ignoring damage output which can be focused at short range or unleashed on the entire enemy board.

+ Can reliably purge all regular statuses across the board.

Cons

- His innate means of survivability are limited, and if Berserk+ATK Up by 1.3x ~ 2.6x, DEF Down by 1.3x for 4 turns (Buff) is activated it will nullify the defensive component of Darkness.

- His CS can clash with allies who rely on regular status effects, which is actually the majority of units.

- While he can amplify his allies' damage with LimitATK Up by 1x~2x → 2x~4x as HP→0 for 1 turn (Buff) he has nothing to complement the buff.

Summer Shiva

Class: Glass Cannon

Gameplay Role: Damage Dealer, Debuffer

Pros

+ The same impressive damage output as Base Shiva, now in reverse order and able to always benefit from external buffs.

+ Potent Double LockBlock skill and CS activation for 3 turns (Debuff) and healing from his CS, which can be available every turn, can reliably shut down a single enemy (if they somehow survive it) and provide sustain.

+ Can easily shrug off enemy debuffs with enough targets to hit, though he has to also go through up to two debuffs of his own.

Cons

- His CS requires constant management to most efficiently use his All range.

- Without external buffs/debuffs, his All range damage relies on moving to apply Burn to enemies and buff himself.

- Charm ResistanceAcquire skill for 4 turns: [Status Resistance] Remove Charm / 100% (Buff), while fitting, is situational and the Charm-applying component of his LB3 should be considered a bonus due to his lack of durability.

Gameplay Role

Example gameplay role breakdown.

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.pngInfernal element icon.pngThrust weapon icon.png 6058 8066 3814 5377 2098 2958 2136 3011
Icon frame rarity 5.pngValiant element icon.pngThrust weapon icon.png 6668 8500 6011 7669 3306 4218 6011 7669
Icon frame rarity 5.pngWater element icon.pngBlow weapon icon.png 6599 8427 6080 7743 6080 7743 24322 30971


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.

"Shiva Strats"

Team Details

Oscar
【Damage Buffer】

Shiva
【Damage Dealer】

Fuxi
【Damage Buffer】

Ryota
【Support unit, CP Battery】
Unknown icon.png
Anyone / no one
【Flexible】
Unknown icon.png
Anyone / no one
【Flexible】
Cost: ≥X

Arguably the most broken team in the game, also colloquially known as "Shiva strats". The idea of the team is to combine Shiva's Phase Start +50 CP with Christmas Ryota's Phase Start +50 CP to the ally in front of him in order to continuously activate Shiva's charge skill for every phase. Typically, Shiva's charge skill does relatively little damage due to removing all buffs/debuffs from everyone. Namely, Shiva's charge skill by itself deals his ATK stat, 6011 at level 70 without seeding, plus 5000 additional flat damage at SALV1.

However, Shiva's damage can be amplified through irremovable buffs/debuffs. Here, both Fuxi and Oscar apply irremovable debuffs to enemies, Non-Obstruct WeakeningWhile user does not have Obstruct: DEF Down by 4x for 999 turns (Irremovable Debuff) and Weapon Weakness (All-ranged)Acquire skill for 3 turns: [Defense Modifier] Take 2.0x damage from All-ranged enemies (Irremovable Debuff) respectively, which boost Shiva's charge skill damage by a factor of 8x in total. Ignoring natural/irremovable resistances (e.g. resisting Valiant, All-ranged resistance, Non-Buff Strengthening), this means that Shiva will eliminate all enemies under roughly 48k HP who have a neutral resistance to Valiant. Since Shiva removes buffs/debuffs from everyone, his charge skill ignores defensive buffs, offensive debuffs received, Guts+1HP when HP is at 0 at the end of the turn for 5 turns. Removed once activated. (Buff), et cetera, thereby ignoring many mechanics intended to make quests more difficult. It is recommended to skill seed Ryota or give Fuxi the AR Equipment Sweet Dreams for consistency purposes.

This damage can be further amplified through seeding/blossoming Shiva or increasing Shiva's SALV. If Shiva equips the AR Equipment A Fight of Fists and Evil Eyes, his damage will further be doubled since the AR grants an irremovable status in the form of ATK Up by 2.0xATK Up by 2.0x for 1 turn (Irremovable Buff) when Shiva's CP is 100.

Gameplay examples