Difference between revisions of "Shennong/Strategy"

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==Team Synergy==
==Team Synergy==


'''Example synergy class'''


Example description
'''Units who do not need to move'''
 
{{Transient icon|Shennong|rarity=4}} is a moveslut so it goes without saying that his allies generally should not have to move. There is an exception if using his {{Star|3}} form since his first turn skill is not as useful, so units who only need to move periodically can also be useful here.
 
'''Units who do not remove/nullify debuffs/immune to Poison'''
 
As mentioned previously, the main appeal of Shennong functions only if {{Status|en name=Poison}} is up, so using units who don't negate/remove the debuff actively is important. Since {{Status|en name=Poison reversal}} is rather unique, the buff will stack with most units' kits as a result. This isn't a hard and fast rule since there may be exceptions with regards to skill activation timing, etc.
 
No Dark Lords AR, No Jambavan.
 
'''Units with [After Debuff] skill timing'''
 
Speaking of exceptions, units with skills with [After Debuff] timing generally have some sort of debuff removal, but they can pair well with Shennong since he can force their skills to activate, something that is otherwise not always guaranteed to happen. In particular, {{Transient icon|Breke|rarity=4}} and {{Transient icon|Hanuman|variant=Journey}} greatly benefit. On the other hand, {{Transient icon|Gullinbursti|rarity=4}} does not benefit as much since his skill evolution immediately removes Poison most of the time, not allowing him to enjoy the benefits of Poison reversal.
 
'''Units with extra damage to Poison'''
 
As of writing, the only units that apply here are both forms of {{Transient icon|Astaroth}}. {{Transient icon|Astaroth|rarity=4}} particularly benefits the most due to their role as an attacker and for having a higher damage multiplier than their {{Star|3}} form.


==AR Equipment==
==AR Equipment==
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