Difference between revisions of "Kagutsuchi/Strategy"

Jump to navigation Jump to search
1,375 bytes added ,  02:18, 9 September 2020
Line 77: Line 77:


# 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 {{Status|en name=Protection}} 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 {{Status|en name=Poison reversal}}, {{Status|en name=Taunt}}, {{Status|en name=Weapon Change (Blow)}}, etc. As a more visceral example, using {{Transient icon|Leanan Sidhe|rarity=4}} 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 {{Status|en name=Arousal}}.
# 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 {{Status|en name=Protection}} 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 {{Status|en name=Poison reversal}}, {{Status|en name=Taunt}}, {{Status|en name=Weapon Change (Blow)}}, etc. As a more visceral example, using {{Transient icon|Leanan Sidhe|rarity=4}} 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 {{Status|en name=Arousal}}.
# 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 {{Status|en name=Adamantine}} 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 {{Status|en name=Fear}}.
# 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 {{Status|en name=Charm}} or {{Status|en name=Possession}}.


==Stats and Seed Usage==
==Stats and Seed Usage==
3,400

edits

Navigation menu