Difference between revisions of "Licht/Strategy"

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Besides {{Companion icon|Licht}}'s CP boosting potential, the one buff {{Status_effect|闘志}} he bestows is one of the best in the game for its longevity (3 turns). This, along with the fact that it activates when attacking rather than when moving, makes stacking buffs much easier (more on this later). Its activation chance isn't too amazing in his 3☆ version ([[Spreader of Lunacy]] 40% at SLV100), but is better in his 5☆ version ([[Frenzy Conductor]] 70% at SLV100).
Besides {{Companion icon|Licht}}'s CP boosting potential, the one buff {{Status_effect|闘志}} he bestows is one of the best in the game for its longevity (3 turns). This, along with the fact that it activates when attacking rather than when moving, makes stacking buffs much easier (more on this later). Its activation chance isn't too amazing in his 3☆ version ([[Spreader of Lunacy]] 40% at SLV100), but is better in his 5☆ version ([[Frenzy Conductor]] 70% at SLV100).
==Team Synergy==
'''Characters with good self-CP increase:''' Characters who can boost their own CP quickly can make up for the difference that Licht's CP boost misses to fill the charge gauge quickly.
'''Characters with non-Vigor attack buffs:''' {{Status_effect|闘志}}'s main strength is its longevity, which allows for other attacks to be stacked with it. {{Status effect|熱情}} is a perfect match because of its ability to increase both damage output and CP over two turns. Damage buffs that are bestowed at the start of phases are especially quite synergistic because of Licht's [[Ruler]] skill (boosts ally CP at the beginning of phase), which can ensure that the first move of the boosted unit would be a boosted charge strike.
'''Characters with good a CS:''' When Licht is used properly, the effects associated with CAs become as important if not more important to micromanage as base skills, so picking a unit with good effects can lead to the guaranteed activation of those skills several times in a match. Selecting a unit with wide range (magic, all) with CS debuffs is also ideal. Being able to affect all enemies with a constant stream of CS debuffs regardless of positioning can enable other certain strategies reliant on stalling (e.g. healing and CP building).
'''Characters who benefit from frontlining:''' Licht should almost always be behind someone. Naturally, the unit who he is supporting should be able to play the frontline role of taking slash, wide slash, and blow damage directly well.
'''All of the above:''' There is a particular strategy that can work only if the above situations are met that (with some luck) breaks the game. This is elaborated in the Teambuilding Options: Nuclear Clock.
==Star Level Differences==
All of Licht's variants have both the necessary skills required for both CP building and damage buffing: [[Agitator]], [[Spreader of Lunacy]], and [[Frenzy Conductor]]. The 3 and 5☆ versions essentially only have these strategies, though, where the former is less positionally reliant but the latter is more reliable in skill activation.


==Stats and Seed Usage==
==Stats and Seed Usage==
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Because of Licht's respectable damage output, investing ATK seeds in him is a good choice, although Licht reliably KOing enemies makes repeated attack-dependent skill activations harder (it's probably better to KO enemies as soon as possible before they can counter, though). Investing HP seeds is an okay decision, as Licht's demise often means the demise of the team that was carefully built around Licht. Increasing the reliability of Licht's skill activation for CP boosting is essential, so he would best benefit from Skill seeds. LV seeds are a good investment for the same reason as HP and ATK seeds are.
Because of Licht's respectable damage output, investing ATK seeds in him is a good choice, although Licht reliably KOing enemies makes repeated attack-dependent skill activations harder (it's probably better to KO enemies as soon as possible before they can counter, though). Investing HP seeds is an okay decision, as Licht's demise often means the demise of the team that was carefully built around Licht. Increasing the reliability of Licht's skill activation for CP boosting is essential, so he would best benefit from Skill seeds. LV seeds are a good investment for the same reason as HP and ATK seeds are.
==Team Synergy==
'''Characters with good self-CP increase:''' Characters who can boost their own CP quickly can make up for the difference that Licht's CP boost misses to fill the charge gauge quickly.
'''Characters with non-Vigor attack buffs:''' {{Status_effect|闘志}}'s main strength is its longevity, which allows for other attacks to be stacked with it. {{Status effect|熱情}} is a perfect match because of its ability to increase both damage output and CP over two turns. Damage buffs that are bestowed at the start of phases are especially quite synergistic because of Licht's [[Ruler]] skill (boosts ally CP at the beginning of phase), which can ensure that the first move of the boosted unit would be a boosted charge strike.
'''Characters with good a CS:''' When Licht is used properly, the effects associated with CAs become as important if not more important to micromanage as base skills, so picking a unit with good effects can lead to the guaranteed activation of those skills several times in a match. Selecting a unit with wide range (magic, all) with CS debuffs is also ideal. Being able to affect all enemies with a constant stream of CS debuffs regardless of positioning can enable other certain strategies reliant on stalling (e.g. healing and CP building).
'''Characters who benefit from frontlining:''' Licht should almost always be behind someone. Naturally, the unit who he is supporting should be able to play the frontline role of taking slash, wide slash, and blow damage directly well.
'''All of the above:''' There is a particular strategy that can work only if the above situations are met that (with some luck) breaks the game. This is elaborated in the Teambuilding Options: Nuclear Clock.


== Checks and Counters==
== Checks and Counters==
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